Add missing tutorials to documentation classes

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Hugo Locurcio 2023-08-15 12:14:01 +02:00
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46 changed files with 48 additions and 11 deletions

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See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
</description>
<tutorials>
<link title="Occlusion culling">$DOCS_URL/tutorials/3d/occlusion_culling.html</link>
</tutorials>
<methods>
<method name="set_arrays">

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[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.
</description>
<tutorials>
<link title="Recording with microphone">$DOCS_URL/tutorials/audio/recording_with_microphone.html</link>
<link title="Audio Mic Record Demo">https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record</link>
</tutorials>
</class>

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See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
</description>
<tutorials>
<link title="Occlusion culling">$DOCS_URL/tutorials/3d/occlusion_culling.html</link>
</tutorials>
<members>
<member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(1, 1, 1)">

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See also [GPUParticles3D], which provides the same functionality with hardware acceleration, but may not run on older devices.
</description>
<tutorials>
<link title="Particle systems (3D)">$DOCS_URL/tutorials/3d/particles/index.html</link>
</tutorials>
<methods>
<method name="convert_from_particles">

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[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</description>
<tutorials>
<link title="Physical light and camera units">$DOCS_URL/tutorials/3d/physical_light_and_camera_units.html</link>
</tutorials>
<methods>
<method name="get_fov" qualifiers="const">

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<link title="GUI documentation index">$DOCS_URL/tutorials/ui/index.html</link>
<link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="Control node gallery">$DOCS_URL/tutorials/ui/control_node_gallery.html</link>
<link title="Multiple resolutions">$DOCS_URL/tutorials/rendering/multiple_resolutions.html</link>
<link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link>
</tutorials>
<methods>

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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.
</description>
<tutorials>
<link title="SSL certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<methods>
<method name="is_public_only" qualifiers="const">

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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.
</description>
<tutorials>
<link title="Lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
<link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
<link title="Faking global illumination">$DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html</link>
</tutorials>
<members>
<member name="directional_shadow_blend_splits" type="bool" setter="set_blend_splits" getter="is_blend_splits_enabled" default="false">

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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.
</description>
<tutorials>
<link title="$DOCS_URL/tutorials/platform/consoles.html">Console support in Godot</link>
</tutorials>
</class>

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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.
</description>
<tutorials>
<link title="Version control systems">$DOCS_URL/tutorials/best_practices/version_control_systems.html</link>
</tutorials>
<methods>
<method name="_checkout_branch" qualifiers="virtual">

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</description>
<tutorials>
<link title="Environment and post-processing">$DOCS_URL/tutorials/3d/environment_and_post_processing.html</link>
<link title="Light transport in game engines">$DOCS_URL/tutorials/3d/high_dynamic_range.html</link>
<link title="High dynamic range lighting">$DOCS_URL/tutorials/3d/high_dynamic_range.html</link>
<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
<link title="2D HDR Demo">https://godotengine.org/asset-library/asset/110</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>

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[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].
</description>
<tutorials>
<link title="Volumetric fog and fog volumes">$DOCS_URL/tutorials/3d/volumetric_fog.html</link>
</tutorials>
<members>
<member name="material" type="Material" setter="set_material" getter="get_material">

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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.
</description>
<tutorials>
<link title="Particle systems (3D)">$DOCS_URL/tutorials/3d/particles/index.html</link>
<link title="Controlling thousands of fish with Particles">$DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>

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Base node for geometry-based visual instances. Shares some common functionality like visibility and custom materials.
</description>
<tutorials>
<link title="Visibility ranges (HLOD)">$DOCS_URL/tutorials/3d/visibility_ranges.html</link>
</tutorials>
<methods>
<method name="get_instance_shader_parameter" qualifiers="const">

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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.
</description>
<tutorials>
<link title="3D text">$DOCS_URL/tutorials/3d/3d_text.html</link>
</tutorials>
<methods>
<method name="generate_triangle_mesh" qualifiers="const">

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</description>
<tutorials>
<link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
<link title="Faking global illumination">$DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>

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[b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL.
</description>
<tutorials>
<link title="Using Lightmap global illumination">$DOCS_URL/tutorials/3d/global_illumination/using_lightmap_gi.html</link>
</tutorials>
<members>
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="0.0005">

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[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
</description>
<tutorials>
<link title="Using the MeshDataTool">$DOCS_URL/tutorials/3d/procedural_geometry/meshdatatool.html</link>
</tutorials>
<methods>
<method name="clear">

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[b]Note:[/b] Blend Shapes will be ignored if used in a MultiMesh.
</description>
<tutorials>
<link title="Animating thousands of fish with MultiMeshInstance">$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
<link title="Using MultiMeshInstance">$DOCS_URL/tutorials/3d/using_multi_mesh_instance.html</link>
<link title="Optimization using MultiMeshes">$DOCS_URL/tutorials/performance/using_multimesh.html</link>
<link title="Animating thousands of fish with MultiMeshInstance">$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
</tutorials>
<methods>
<method name="get_aabb" qualifiers="const">

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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).
</description>
<tutorials>
<link title="Animating thousands of fish with MultiMeshInstance">$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
<link title="Using MultiMeshInstance">$DOCS_URL/tutorials/3d/using_multi_mesh_instance.html</link>
<link title="Optimization using MultiMeshes">$DOCS_URL/tutorials/performance/using_multimesh.html</link>
<link title="Animating thousands of fish with MultiMeshInstance">$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
</tutorials>
<members>
<member name="multimesh" type="MultiMesh" setter="set_multimesh" getter="get_multimesh">

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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.
</description>
<tutorials>
<link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link>
<link title="Using NavigationMeshes">$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.html</link>
<link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link>
</tutorials>
<methods>
<method name="add_polygon">

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See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
</description>
<tutorials>
<link title="Occlusion culling">$DOCS_URL/tutorials/3d/occlusion_culling.html</link>
</tutorials>
<methods>
<method name="get_indices" qualifiers="const">

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[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.
</description>
<tutorials>
<link title="Occlusion culling">$DOCS_URL/tutorials/3d/occlusion_culling.html</link>
</tutorials>
<methods>
<method name="get_bake_mask_value" qualifiers="const">

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</description>
<tutorials>
<link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
<link title="Faking global illumination">$DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html</link>
</tutorials>
<members>
<member name="omni_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">

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See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
</description>
<tutorials>
<link title="Occlusion culling">$DOCS_URL/tutorials/3d/occlusion_culling.html</link>
</tutorials>
<members>
<member name="polygon" type="PackedVector2Array" setter="set_polygon" getter="get_polygon" default="PackedVector2Array()">

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See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
</description>
<tutorials>
<link title="Occlusion culling">$DOCS_URL/tutorials/3d/occlusion_culling.html</link>
</tutorials>
<members>
<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(1, 1)">

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[b]Note:[/b] [RenderingDevice] is not available when running in headless mode or when using the Compatibility rendering method.
</description>
<tutorials>
<link title="Using compute shaders">https://docs.godotengine.org/en/latest/tutorials/shaders/compute_shaders.html</link>
<link title="Using compute shaders">$DOCS_URL/tutorials/shaders/compute_shaders.html</link>
</tutorials>
<methods>
<method name="barrier">

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[/codeblock]
</description>
<tutorials>
<link title="Importing translations">https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_translations.html</link>
<link title="Importing translations">$DOCS_URL/tutorials/assets_pipeline/importing_translations.html</link>
</tutorials>
<members>
<member name="compress" type="bool" setter="" getter="" default="true">

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[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.
</member>
<member name="mipmaps/generate" type="bool" setter="" getter="" default="true">
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:

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@ -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.
</member>
<member name="compress/normal_map" type="int" setter="" getter="" default="0">
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.

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See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
</description>
<tutorials>
<link title="Occlusion culling">$DOCS_URL/tutorials/3d/occlusion_culling.html</link>
</tutorials>
<members>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">

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</description>
<tutorials>
<link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
<link title="Faking global illumination">$DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<members>

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[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
</description>
<tutorials>
<link title="Using the SurfaceTool">$DOCS_URL/tutorials/3d/procedural_geometry/surfacetool.html</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<methods>

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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.
</description>
<tutorials>
<link title="3D text">$DOCS_URL/tutorials/3d/3d_text.html</link>
</tutorials>
<members>
<member name="autowrap_mode" type="int" setter="set_autowrap_mode" getter="get_autowrap_mode" enum="TextServer.AutowrapMode" default="0">

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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].
</description>
<tutorials>
<link title="Playing videos">$DOCS_URL/tutorials/animation/playing_videos.html</link>
</tutorials>
<methods>
<method name="_instantiate_playback" qualifiers="virtual">

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[b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to missing architecture-specific assembly optimizations.
</description>
<tutorials>
<link title="Playing videos">$DOCS_URL/tutorials/animation/playing_videos.html</link>
</tutorials>
<methods>
<method name="get_stream_length" qualifiers="const">

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[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.
</description>
<tutorials>
<link title="VoxelGI">$DOCS_URL/tutorials/3d/global_illumination/using_voxel_gi.html</link>
<link title="Using Voxel global illumination">$DOCS_URL/tutorials/3d/global_illumination/using_voxel_gi.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>

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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].
</description>
<tutorials>
<link title="SSL certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<methods>
<method name="load">

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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.
</description>
<tutorials>
<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
</tutorials>
<methods>
<method name="get_plane" qualifiers="const">

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@ -7,6 +7,7 @@
External XR interface plugins should inherit from this class.
</description>
<tutorials>
<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
</tutorials>
<methods>
<method name="_end_frame" qualifiers="virtual">

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@ -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.
</description>
<tutorials>
<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
</tutorials>
<methods>
<method name="get_has_tracking_data" qualifiers="const">

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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.
</description>
<tutorials>
<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
</tutorials>
<methods>
<method name="get_adjusted_transform" qualifiers="const">

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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.
</description>
<tutorials>
<link title="Importing audio samples">https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_audio_samples.html</link>
<link title="Importing audio samples">$DOCS_URL/tutorials/assets_pipeline/importing_audio_samples.html</link>
</tutorials>
<methods>
<method name="load_from_buffer" qualifiers="static">

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<tutorials>
<link title="Exporting for Android">$DOCS_URL/tutorials/export/exporting_for_android.html</link>
<link title="Custom builds for Android">$DOCS_URL/tutorials/export/android_custom_build.html</link>
<link title="Android plugins documentation index">$DOCS_URL/tutorials/platform/index.html</link>
</tutorials>
<members>
<member name="apk_expansion/SALT" type="String" setter="" getter="">

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</description>
<tutorials>
<link title="Exporting for iOS">$DOCS_URL/tutorials/export/exporting_for_ios.html</link>
<link title="iOS plugins documentation index">$DOCS_URL/tutorials/platform/ios/index.html</link>
</tutorials>
<members>
<member name="application/app_store_team_id" type="String" setter="" getter="">

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</description>
<tutorials>
<link title="Exporting for the Web">$DOCS_URL/tutorials/export/exporting_for_web.html</link>
<link title="Web documentation index">$DOCS_URL/tutorials/platform/web/index.html</link>
</tutorials>
<members>
<member name="custom_template/debug" type="String" setter="" getter="">