From 469c462b763efe1acff65441a23964b0cbdba0bf Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Tue, 15 Aug 2023 12:14:01 +0200 Subject: [PATCH] Add missing tutorials to documentation classes --- doc/classes/ArrayOccluder3D.xml | 1 + doc/classes/AudioStreamMicrophone.xml | 1 + doc/classes/BoxOccluder3D.xml | 1 + doc/classes/CPUParticles3D.xml | 1 + doc/classes/CameraAttributesPhysical.xml | 1 + doc/classes/Control.xml | 1 + doc/classes/CryptoKey.xml | 1 + doc/classes/DirectionalLight3D.xml | 3 ++- doc/classes/EditorExportPlatform.xml | 1 + doc/classes/EditorVCSInterface.xml | 1 + doc/classes/Environment.xml | 2 +- doc/classes/FogVolume.xml | 1 + doc/classes/GPUParticles3D.xml | 1 + doc/classes/GeometryInstance3D.xml | 1 + doc/classes/Label3D.xml | 1 + doc/classes/Light3D.xml | 1 + doc/classes/LightmapGI.xml | 1 + doc/classes/MeshDataTool.xml | 1 + doc/classes/MultiMesh.xml | 3 ++- doc/classes/MultiMeshInstance3D.xml | 2 +- doc/classes/NavigationMesh.xml | 2 +- doc/classes/Occluder3D.xml | 1 + doc/classes/OccluderInstance3D.xml | 1 + doc/classes/OmniLight3D.xml | 1 + doc/classes/PolygonOccluder3D.xml | 1 + doc/classes/QuadOccluder3D.xml | 1 + doc/classes/RenderingDevice.xml | 2 +- doc/classes/ResourceImporterCSVTranslation.xml | 2 +- doc/classes/ResourceImporterLayeredTexture.xml | 2 +- doc/classes/ResourceImporterTexture.xml | 2 +- doc/classes/SphereOccluder3D.xml | 1 + doc/classes/SpotLight3D.xml | 1 + doc/classes/SurfaceTool.xml | 1 + doc/classes/TextMesh.xml | 1 + doc/classes/VideoStream.xml | 1 + doc/classes/VideoStreamPlayer.xml | 1 + doc/classes/VoxelGI.xml | 2 +- doc/classes/X509Certificate.xml | 1 + doc/classes/XRAnchor3D.xml | 1 + doc/classes/XRInterfaceExtension.xml | 1 + doc/classes/XRNode3D.xml | 1 + doc/classes/XRPose.xml | 1 + modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml | 2 +- platform/android/doc_classes/EditorExportPlatformAndroid.xml | 1 + platform/ios/doc_classes/EditorExportPlatformIOS.xml | 1 + platform/web/doc_classes/EditorExportPlatformWeb.xml | 1 + 46 files changed, 48 insertions(+), 11 deletions(-) diff --git a/doc/classes/ArrayOccluder3D.xml b/doc/classes/ArrayOccluder3D.xml index 0e73d018476..7c7b440c76d 100644 --- a/doc/classes/ArrayOccluder3D.xml +++ b/doc/classes/ArrayOccluder3D.xml @@ -8,6 +8,7 @@ See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling. + $DOCS_URL/tutorials/3d/occlusion_culling.html diff --git a/doc/classes/AudioStreamMicrophone.xml b/doc/classes/AudioStreamMicrophone.xml index 189f9b95e2e..2225ad2d35d 100644 --- a/doc/classes/AudioStreamMicrophone.xml +++ b/doc/classes/AudioStreamMicrophone.xml @@ -8,6 +8,7 @@ [b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings. + $DOCS_URL/tutorials/audio/recording_with_microphone.html https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record diff --git a/doc/classes/BoxOccluder3D.xml b/doc/classes/BoxOccluder3D.xml index 094a696936f..ac9770fde12 100644 --- a/doc/classes/BoxOccluder3D.xml +++ b/doc/classes/BoxOccluder3D.xml @@ -8,6 +8,7 @@ See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling. + $DOCS_URL/tutorials/3d/occlusion_culling.html diff --git a/doc/classes/CPUParticles3D.xml b/doc/classes/CPUParticles3D.xml index bd096dc9c66..9d16f3e8a4c 100644 --- a/doc/classes/CPUParticles3D.xml +++ b/doc/classes/CPUParticles3D.xml @@ -8,6 +8,7 @@ See also [GPUParticles3D], which provides the same functionality with hardware acceleration, but may not run on older devices. + $DOCS_URL/tutorials/3d/particles/index.html diff --git a/doc/classes/CameraAttributesPhysical.xml b/doc/classes/CameraAttributesPhysical.xml index c11a057b1d2..69af64b7fff 100644 --- a/doc/classes/CameraAttributesPhysical.xml +++ b/doc/classes/CameraAttributesPhysical.xml @@ -10,6 +10,7 @@ [b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility. + $DOCS_URL/tutorials/3d/physical_light_and_camera_units.html diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index ee790b69686..a870aa129a6 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -19,6 +19,7 @@ $DOCS_URL/tutorials/ui/index.html $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html $DOCS_URL/tutorials/ui/control_node_gallery.html + $DOCS_URL/tutorials/rendering/multiple_resolutions.html https://github.com/godotengine/godot-demo-projects/tree/master/gui diff --git a/doc/classes/CryptoKey.xml b/doc/classes/CryptoKey.xml index 32d5d361bac..ff826a3ae5d 100644 --- a/doc/classes/CryptoKey.xml +++ b/doc/classes/CryptoKey.xml @@ -8,6 +8,7 @@ They can be used to generate a self-signed [X509Certificate] via [method Crypto.generate_self_signed_certificate] and as private key in [method StreamPeerTLS.accept_stream] along with the appropriate certificate. + $DOCS_URL/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml index 1dbacd5ef71..d3cca5fa6d0 100644 --- a/doc/classes/DirectionalLight3D.xml +++ b/doc/classes/DirectionalLight3D.xml @@ -7,7 +7,8 @@ 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. - $DOCS_URL/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html diff --git a/doc/classes/EditorExportPlatform.xml b/doc/classes/EditorExportPlatform.xml index 48f3d46398a..ac921a0c808 100644 --- a/doc/classes/EditorExportPlatform.xml +++ b/doc/classes/EditorExportPlatform.xml @@ -8,5 +8,6 @@ Used in scripting by [EditorExportPlugin] to configure platform-specific customization of scenes and resources. See [method EditorExportPlugin._begin_customize_scenes] and [method EditorExportPlugin._begin_customize_resources] for more details. + Console support in Godot diff --git a/doc/classes/EditorVCSInterface.xml b/doc/classes/EditorVCSInterface.xml index baf69f2c6de..03be5c332d7 100644 --- a/doc/classes/EditorVCSInterface.xml +++ b/doc/classes/EditorVCSInterface.xml @@ -7,6 +7,7 @@ Defines the API that the editor uses to extract information from the underlying VCS. The implementation of this API is included in VCS plugins, which are GDExtension plugins that inherit [EditorVCSInterface] and are attached (on demand) to the singleton instance of [EditorVCSInterface]. Instead of performing the task themselves, all the virtual functions listed below are calling the internally overridden functions in the VCS plugins to provide a plug-n-play experience. A custom VCS plugin is supposed to inherit from [EditorVCSInterface] and override each of these virtual functions. + $DOCS_URL/tutorials/best_practices/version_control_systems.html diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index e2f76480a06..3b6263b67be 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -12,7 +12,7 @@ $DOCS_URL/tutorials/3d/environment_and_post_processing.html - $DOCS_URL/tutorials/3d/high_dynamic_range.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/FogVolume.xml b/doc/classes/FogVolume.xml index 538411016ed..74ccf569e74 100644 --- a/doc/classes/FogVolume.xml +++ b/doc/classes/FogVolume.xml @@ -9,6 +9,7 @@ [b]Note:[/b] [FogVolume]s only have a visible effect if [member Environment.volumetric_fog_enabled] is [code]true[/code]. If you don't want fog to be globally visible (but only within [FogVolume] nodes), set [member Environment.volumetric_fog_density] to [code]0.0[/code]. + $DOCS_URL/tutorials/3d/volumetric_fog.html diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index 31f1f9e66e7..3310113b610 100644 --- a/doc/classes/GPUParticles3D.xml +++ b/doc/classes/GPUParticles3D.xml @@ -8,6 +8,7 @@ Use the [code]process_material[/code] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. + $DOCS_URL/tutorials/3d/particles/index.html $DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml index d728ab4f6c8..990efbb3a4c 100644 --- a/doc/classes/GeometryInstance3D.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -7,6 +7,7 @@ Base node for geometry-based visual instances. Shares some common functionality like visibility and custom materials. + $DOCS_URL/tutorials/3d/visibility_ranges.html diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml index abd0e179af0..977fb00402b 100644 --- a/doc/classes/Label3D.xml +++ b/doc/classes/Label3D.xml @@ -7,6 +7,7 @@ A node for displaying plain text in 3D space. By adjusting various properties of this node, you can configure things such as the text's appearance and whether it always faces the camera. + $DOCS_URL/tutorials/3d/3d_text.html diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index ca9f821acff..ebb36ba92be 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -8,6 +8,7 @@ $DOCS_URL/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml index 6a6a72b3297..a626c713778 100644 --- a/doc/classes/LightmapGI.xml +++ b/doc/classes/LightmapGI.xml @@ -12,6 +12,7 @@ [b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL. + $DOCS_URL/tutorials/3d/global_illumination/using_lightmap_gi.html diff --git a/doc/classes/MeshDataTool.xml b/doc/classes/MeshDataTool.xml index e61e68dddec..140f3ed74e2 100644 --- a/doc/classes/MeshDataTool.xml +++ b/doc/classes/MeshDataTool.xml @@ -49,6 +49,7 @@ [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. + $DOCS_URL/tutorials/3d/procedural_geometry/meshdatatool.html diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 0543b9abcf1..f83dadfb15d 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -12,8 +12,9 @@ [b]Note:[/b] Blend Shapes will be ignored if used in a MultiMesh. - $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 + $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html diff --git a/doc/classes/MultiMeshInstance3D.xml b/doc/classes/MultiMeshInstance3D.xml index a50411cd639..65abd174edc 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 number of instances of a given mesh (for example trees in a forest or grass strands). - $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 + $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml index 464ffd50afb..a76e739c23b 100644 --- a/doc/classes/NavigationMesh.xml +++ b/doc/classes/NavigationMesh.xml @@ -7,8 +7,8 @@ A navigation mesh is a collection of polygons that define which areas of an environment are traversable to aid agents in pathfinding through complicated spaces. - https://godotengine.org/asset-library/asset/124 $DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.html + https://godotengine.org/asset-library/asset/124 diff --git a/doc/classes/Occluder3D.xml b/doc/classes/Occluder3D.xml index b229343b400..56124cb0538 100644 --- a/doc/classes/Occluder3D.xml +++ b/doc/classes/Occluder3D.xml @@ -8,6 +8,7 @@ See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling. + $DOCS_URL/tutorials/3d/occlusion_culling.html diff --git a/doc/classes/OccluderInstance3D.xml b/doc/classes/OccluderInstance3D.xml index 65b1bead9af..0dcc34f4d9a 100644 --- a/doc/classes/OccluderInstance3D.xml +++ b/doc/classes/OccluderInstance3D.xml @@ -11,6 +11,7 @@ [b]Note:[/b] Occlusion culling is only effective if [member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] is [code]true[/code]. Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it. Large open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges ([member GeometryInstance3D.visibility_range_begin] and [member GeometryInstance3D.visibility_range_end]) compared to occlusion culling. + $DOCS_URL/tutorials/3d/occlusion_culling.html diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index 44d1f8902e8..f8de34e1596 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -10,6 +10,7 @@ $DOCS_URL/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html diff --git a/doc/classes/PolygonOccluder3D.xml b/doc/classes/PolygonOccluder3D.xml index a33722c38a8..227f986f926 100644 --- a/doc/classes/PolygonOccluder3D.xml +++ b/doc/classes/PolygonOccluder3D.xml @@ -8,6 +8,7 @@ See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling. + $DOCS_URL/tutorials/3d/occlusion_culling.html diff --git a/doc/classes/QuadOccluder3D.xml b/doc/classes/QuadOccluder3D.xml index 717cc44bb54..fd28cbbaac9 100644 --- a/doc/classes/QuadOccluder3D.xml +++ b/doc/classes/QuadOccluder3D.xml @@ -8,6 +8,7 @@ See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling. + $DOCS_URL/tutorials/3d/occlusion_culling.html diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index 14f6235d08a..5c819145113 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -11,7 +11,7 @@ [b]Note:[/b] [RenderingDevice] is not available when running in headless mode or when using the Compatibility rendering method. - https://docs.godotengine.org/en/latest/tutorials/shaders/compute_shaders.html + $DOCS_URL/tutorials/shaders/compute_shaders.html diff --git a/doc/classes/ResourceImporterCSVTranslation.xml b/doc/classes/ResourceImporterCSVTranslation.xml index e34f90d4ca0..122728e75a6 100644 --- a/doc/classes/ResourceImporterCSVTranslation.xml +++ b/doc/classes/ResourceImporterCSVTranslation.xml @@ -15,7 +15,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_translations.html + $DOCS_URL/tutorials/assets_pipeline/importing_translations.html diff --git a/doc/classes/ResourceImporterLayeredTexture.xml b/doc/classes/ResourceImporterLayeredTexture.xml index 6d3c868e3d9..e1e8ee710d0 100644 --- a/doc/classes/ResourceImporterLayeredTexture.xml +++ b/doc/classes/ResourceImporterLayeredTexture.xml @@ -38,7 +38,7 @@ [b]VRAM Compressed:[/b] Reduced quality, low memory usage, low size on disk, slowest import. Only use for textures in 3D scenes, not for 2D elements. [b]VRAM Uncompressed:[/b] Original quality, high memory usage, highest size on disk, fastest import. [b]Basis Universal:[/b] Reduced quality, low memory usage, lowest size on disk, slow import. Only use for textures in 3D scenes, not for 2D elements. - See [url=https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html#compress-mode]Compress mode[/url] in the manual for more details. + See [url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#compress-mode]Compress mode[/url] in the manual for more details. If [code]true[/code], smaller versions of the texture are generated on import. For example, a 64×64 texture will generate 6 mipmaps (32×32, 16×16, 8×8, 4×4, 2×2, 1×1). This has several benefits: diff --git a/doc/classes/ResourceImporterTexture.xml b/doc/classes/ResourceImporterTexture.xml index b81ebf383ac..b6669b8293e 100644 --- a/doc/classes/ResourceImporterTexture.xml +++ b/doc/classes/ResourceImporterTexture.xml @@ -37,7 +37,7 @@ [b]VRAM Compressed:[/b] Reduced quality, low memory usage, low size on disk, slowest import. Only use for textures in 3D scenes, not for 2D elements. [b]VRAM Uncompressed:[/b] Original quality, high memory usage, highest size on disk, fastest import. [b]Basis Universal:[/b] Reduced quality, low memory usage, lowest size on disk, slow import. Only use for textures in 3D scenes, not for 2D elements. - See [url=https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html#compress-mode]Compress mode[/url] in the manual for more details. + See [url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#compress-mode]Compress mode[/url] in the manual for more details. When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to Enable will make Godot import the image as RGTC compressed. By default, it's set to Detect. This means that if the texture is ever detected to be used as a normal map, it will be changed to Enable and reimported automatically. diff --git a/doc/classes/SphereOccluder3D.xml b/doc/classes/SphereOccluder3D.xml index a154b2742c9..bda8f4c978c 100644 --- a/doc/classes/SphereOccluder3D.xml +++ b/doc/classes/SphereOccluder3D.xml @@ -8,6 +8,7 @@ See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling. + $DOCS_URL/tutorials/3d/occlusion_culling.html diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index 06d3dfcef73..e89c99db1c3 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -10,6 +10,7 @@ $DOCS_URL/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml index 4f752ec4175..494f41422f6 100644 --- a/doc/classes/SurfaceTool.xml +++ b/doc/classes/SurfaceTool.xml @@ -28,6 +28,7 @@ [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. + $DOCS_URL/tutorials/3d/procedural_geometry/surfacetool.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/TextMesh.xml b/doc/classes/TextMesh.xml index 1814b474a43..00c6b0b1a8c 100644 --- a/doc/classes/TextMesh.xml +++ b/doc/classes/TextMesh.xml @@ -9,6 +9,7 @@ The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the height for the front face, 40% for the back face, 10% for the outer edges and 10% for the inner edges. + $DOCS_URL/tutorials/3d/3d_text.html diff --git a/doc/classes/VideoStream.xml b/doc/classes/VideoStream.xml index 600cc3f67e4..aa4c91bac22 100644 --- a/doc/classes/VideoStream.xml +++ b/doc/classes/VideoStream.xml @@ -7,6 +7,7 @@ Base resource type for all video streams. Classes that derive from [VideoStream] can all be used as resource types to play back videos in [VideoStreamPlayer]. + $DOCS_URL/tutorials/animation/playing_videos.html diff --git a/doc/classes/VideoStreamPlayer.xml b/doc/classes/VideoStreamPlayer.xml index 19b1e20e5ba..0d8776b0b7d 100644 --- a/doc/classes/VideoStreamPlayer.xml +++ b/doc/classes/VideoStreamPlayer.xml @@ -10,6 +10,7 @@ [b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to missing architecture-specific assembly optimizations. + $DOCS_URL/tutorials/animation/playing_videos.html diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml index f5fd51bef76..9e4026a750d 100644 --- a/doc/classes/VoxelGI.xml +++ b/doc/classes/VoxelGI.xml @@ -11,7 +11,7 @@ [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_STATIC]. These temporary nodes can then be hidden after baking the [VoxelGI] node. - $DOCS_URL/tutorials/3d/global_illumination/using_voxel_gi.html + $DOCS_URL/tutorials/3d/global_illumination/using_voxel_gi.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/X509Certificate.xml b/doc/classes/X509Certificate.xml index 9cc40608525..a4148792e5b 100644 --- a/doc/classes/X509Certificate.xml +++ b/doc/classes/X509Certificate.xml @@ -8,6 +8,7 @@ They can be used as the server certificate in [method StreamPeerTLS.accept_stream] (along with the proper [CryptoKey]), and to specify the only certificate that should be accepted when connecting to a TLS server via [method StreamPeerTLS.connect_to_stream]. + $DOCS_URL/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/XRAnchor3D.xml b/doc/classes/XRAnchor3D.xml index e9d9798de8f..9390d5c545a 100644 --- a/doc/classes/XRAnchor3D.xml +++ b/doc/classes/XRAnchor3D.xml @@ -9,6 +9,7 @@ Keep in mind that, as long as plane detection is enabled, the size, placing and orientation of an anchor will be updated as the detection logic learns more about the real world out there especially if only part of the surface is in view. + $DOCS_URL/tutorials/xr/index.html diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml index b933abd1821..ea2bbf4cfb2 100644 --- a/doc/classes/XRInterfaceExtension.xml +++ b/doc/classes/XRInterfaceExtension.xml @@ -7,6 +7,7 @@ External XR interface plugins should inherit from this class. + $DOCS_URL/tutorials/xr/index.html diff --git a/doc/classes/XRNode3D.xml b/doc/classes/XRNode3D.xml index 9c0955b0b18..f9ea540e2e6 100644 --- a/doc/classes/XRNode3D.xml +++ b/doc/classes/XRNode3D.xml @@ -7,6 +7,7 @@ This node can be bound to a specific pose of a [XRPositionalTracker] and will automatically have its [member Node3D.transform] updated by the [XRServer]. Nodes of this type must be added as children of the [XROrigin3D] node. + $DOCS_URL/tutorials/xr/index.html diff --git a/doc/classes/XRPose.xml b/doc/classes/XRPose.xml index 51f7253a170..f7bfcf4e386 100644 --- a/doc/classes/XRPose.xml +++ b/doc/classes/XRPose.xml @@ -8,6 +8,7 @@ Orientation, location, linear velocity and angular velocity are all provided for each pose by the XR runtime. This object contains this state of a pose. + $DOCS_URL/tutorials/xr/index.html diff --git a/modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml b/modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml index c2dcb832e0d..dd6c181eaea 100644 --- a/modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml +++ b/modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml @@ -9,7 +9,7 @@ Ogg Vorbis requires more CPU to decode than [ResourceImporterWAV]. If you need to play a lot of simultaneous sounds, it's recommended to use WAV for those sounds instead, especially if targeting low-end devices. - https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_audio_samples.html + $DOCS_URL/tutorials/assets_pipeline/importing_audio_samples.html diff --git a/platform/android/doc_classes/EditorExportPlatformAndroid.xml b/platform/android/doc_classes/EditorExportPlatformAndroid.xml index d270980d729..0f1da543769 100644 --- a/platform/android/doc_classes/EditorExportPlatformAndroid.xml +++ b/platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -8,6 +8,7 @@ $DOCS_URL/tutorials/export/exporting_for_android.html $DOCS_URL/tutorials/export/android_custom_build.html + $DOCS_URL/tutorials/platform/index.html diff --git a/platform/ios/doc_classes/EditorExportPlatformIOS.xml b/platform/ios/doc_classes/EditorExportPlatformIOS.xml index 563c057266d..ecae6d721e7 100644 --- a/platform/ios/doc_classes/EditorExportPlatformIOS.xml +++ b/platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -7,6 +7,7 @@ $DOCS_URL/tutorials/export/exporting_for_ios.html + $DOCS_URL/tutorials/platform/ios/index.html diff --git a/platform/web/doc_classes/EditorExportPlatformWeb.xml b/platform/web/doc_classes/EditorExportPlatformWeb.xml index 607fdd0533d..c4c4fd870b3 100644 --- a/platform/web/doc_classes/EditorExportPlatformWeb.xml +++ b/platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -7,6 +7,7 @@ $DOCS_URL/tutorials/export/exporting_for_web.html + $DOCS_URL/tutorials/platform/web/index.html