Update all outdated online documentation links
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@ -122,11 +122,12 @@ recommend that you have a look at it to know what's important to take into
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account for a PR to be considered for merging.
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In addition to the following tips, also take a look at the
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[Engine development guide](https://docs.godotengine.org/en/latest/development/cpp/)
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[Engine development guide](https://docs.godotengine.org/en/latest/contributing/development/index.html)
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for an introduction to developing on Godot.
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The [Contributing docs](https://docs.godotengine.org/en/latest/community/contributing/index.html)
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also have important information on the PR workflow and the code style we use.
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The [Contributing docs](https://docs.godotengine.org/en/latest/contributing/ways_to_contribute.html)
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also have important information on the [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
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and the [code style](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html) we use.
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### Document your changes
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@ -135,10 +136,10 @@ scripting APIs, you **must** update the class reference to document those.
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This is to ensure the documentation coverage doesn't decrease as contributions
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are merged.
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[Update the documentation template](https://docs.godotengine.org/en/latest/community/contributing/updating_the_class_reference.html#updating-the-documentation-template)
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[Update documentation XML files](https://docs.godotengine.org/en/latest/contributing/documentation/updating_the_class_reference.html#updating-class-reference-when-working-on-the-engine)
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using your compiled binary, then fill in the descriptions.
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Follow the style guide described in the
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[Docs writing guidelines](https://docs.godotengine.org/en/latest/community/contributing/docs_writing_guidelines.html).
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[Writing guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/docs_writing_guidelines.html).
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If your pull request modifies parts of the code in a non-obvious way, make sure
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to add comments in the code as well. This helps other people understand the
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@ -164,7 +165,7 @@ applicable.
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Feel free to contribute standalone pull requests to add new tests or improve
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existing tests as well.
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See [Unit testing](https://docs.godotengine.org/en/latest/development/cpp/unit_testing.html)
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See [Unit testing](https://docs.godotengine.org/en/latest/contributing/development/core_and_modules/unit_testing.html)
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for information on writing tests in Godot's C++ codebase.
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### Be nice to the Git history
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@ -186,7 +187,7 @@ Internet).
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This [Git style guide](https://github.com/agis-/git-style-guide) has some
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good practices to have in mind.
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See our [PR workflow](https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html)
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See our [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
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documentation for tips on using Git, amending commits and rebasing branches.
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### Format your commit messages with readability in mind
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@ -499,7 +499,7 @@
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</member>
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<member name="interface/editor/editor_language" type="String" setter="" getter="">
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The language to use for the editor interface.
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Translations are provided by the community. If you spot a mistake, [url=https://docs.godotengine.org/en/latest/community/contributing/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url]
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Translations are provided by the community. If you spot a mistake, [url=$DOCS_URL/contributing/documentation/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url]
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</member>
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<member name="interface/editor/expand_to_title" type="bool" setter="" getter="">
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Expanding main editor window content to the title, if supported by [DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE].
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@ -741,7 +741,7 @@
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</member>
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<member name="text_editor/behavior/indent/type" type="int" setter="" getter="">
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The indentation style to use (tabs or spaces).
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[b]Note:[/b] The [url=https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation.
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[b]Note:[/b] The [url=$DOCS_URL/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation.
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</member>
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<member name="text_editor/behavior/navigation/drag_and_drop_selection" type="bool" setter="" getter="">
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If [code]true[/code], allows drag-and-dropping text in the script editor to move text. Disable this if you find yourself accidentally drag-and-dropping text in the script editor.
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@ -782,7 +782,7 @@
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If [code]true[/code], the code completion tooltip will appear below the current line unless there is no space on screen below the current line. If [code]false[/code], the code completion tooltip will appear above the current line.
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</member>
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<member name="text_editor/completion/use_single_quotes" type="bool" setter="" getter="">
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If [code]true[/code], performs string autocompletion with single quotes. If [code]false[/code], performs string autocompletion with double quotes (which matches the [url=https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url]).
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If [code]true[/code], performs string autocompletion with single quotes. If [code]false[/code], performs string autocompletion with double quotes (which matches the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url]).
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</member>
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<member name="text_editor/help/class_reference_examples" type="int" setter="" getter="">
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Controls which multi-line code blocks should be displayed in the editor help. This setting does not affect single-line code literals in the editor help.
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@ -5,7 +5,7 @@
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</brief_description>
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<description>
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The JavaScriptBridge singleton is implemented only in the Web export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
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[b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScriptBridge singleton is enabled. Official export templates also have the JavaScriptBridge singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
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[b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScriptBridge singleton is enabled. Official export templates also have the JavaScriptBridge singleton enabled. See [url=$DOCS_URL/contributing/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
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</description>
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<tutorials>
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<link title="Exporting for the Web: Calling JavaScript from script">$DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link>
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@ -24,6 +24,7 @@
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[b]Note:[/b] The [code]script[/code] is not exposed like most properties. To set or get an object's [Script] in code, use [method set_script] and [method get_script], respectively.
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</description>
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<tutorials>
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<link title="Object class introduction">$DOCS_URL/contributing/development/core_and_modules/object_class.html</link>
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<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
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<link title="Object notifications">$DOCS_URL/tutorials/best_practices/godot_notifications.html</link>
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</tutorials>
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@ -70,6 +70,6 @@
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Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired.
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</description>
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<tutorials>
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<link title="Variant class">$DOCS_URL/development/cpp/variant_class.html</link>
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<link title="Variant class introduction">$DOCS_URL/contributing/development/core_and_modules/variant_class.html</link>
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</tutorials>
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</class>
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@ -41,7 +41,7 @@
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#include "editor/plugins/script_editor_plugin.h"
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#include "scene/gui/line_edit.h"
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#define CONTRIBUTE_URL vformat("%s/community/contributing/updating_the_class_reference.html", VERSION_DOCS_URL)
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#define CONTRIBUTE_URL vformat("%s/contributing/documentation/updating_the_class_reference.html", VERSION_DOCS_URL)
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DocTools *EditorHelp::doc = nullptr;
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@ -480,7 +480,7 @@ void ProjectExportDialog::_enc_filters_changed(const String &p_filters) {
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}
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void ProjectExportDialog::_open_key_help_link() {
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OS::get_singleton()->shell_open(vformat("%s/development/compiling/compiling_with_script_encryption_key.html", VERSION_DOCS_URL));
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OS::get_singleton()->shell_open(vformat("%s/contributing/development/compiling/compiling_with_script_encryption_key.html", VERSION_DOCS_URL));
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}
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void ProjectExportDialog::_enc_pck_changed(bool p_pressed) {
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@ -3,5 +3,5 @@
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This folder contains all the icons used by Godot editor (except for platform
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icons which are located in their respective platform folder).
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See [Editor icons](https://docs.godotengine.org/en/latest/development/editor/creating_icons.html)
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See [Editor icons](https://docs.godotengine.org/en/latest/contributing/development/editor/creating_icons.html)
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in the documentation for details on creating icons for the Godot editor.
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@ -4,5 +4,5 @@ The `scripts/` folder contains integration tests in the form of GDScript files
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and output files.
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See the
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[Integration tests for GDScript documentation](https://docs.godotengine.org/en/latest/development/cpp/unit_testing.html#integration-tests-for-gdscript)
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[Integration tests for GDScript documentation](https://docs.godotengine.org/en/latest/contributing/development/core_and_modules/unit_testing.html#integration-tests-for-gdscript)
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for information about creating and running GDScript integration tests.
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@ -5,7 +5,7 @@ using [Gradle](https://gradle.org/) as a build system.
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## Documentation
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- [Compiling for Android](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_android.html)
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- [Compiling for Android](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_android.html)
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- Instructions on building this platform port from source.
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- [Exporting for Android](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_android.html)
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- Instructions on using the compiled export templates to export a project.
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@ -8,7 +8,7 @@ project template used for packaging the iOS export templates.
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## Documentation
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- [Compiling for iOS](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_ios.html)
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- [Compiling for iOS](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_ios.html)
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- Instructions on building this platform port from source.
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- [Exporting for iOS](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_ios.html)
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- Instructions on using the compiled export templates to export a project.
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@ -7,7 +7,7 @@ used by this platform.
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## Documentation
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- [Compiling for Linux/*BSD](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_linuxbsd.html)
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- [Compiling for Linux/*BSD](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_linuxbsd.html)
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- Instructions on building this platform port from source.
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- [Exporting for Linux/*BSD](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_linux.html)
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- Instructions on using the compiled export templates to export a project.
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@ -11,7 +11,7 @@ packaging macOS export templates.
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## Documentation
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- [Compiling for macOS](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_macos.html)
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- [Compiling for macOS](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_macos.html)
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- Instructions on building this platform port from source.
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- [Exporting for macOS](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_macos.html)
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- Instructions on using the compiled export templates to export a project.
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@ -14,7 +14,7 @@ project template used for packaging the UWP export templates.
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## Documentation
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- [Compiling for Universal Windows Platform](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_uwp.html)
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- [Compiling for Universal Windows Platform](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_uwp.html)
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- Instructions on building this platform port from source.
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- [Exporting for Universal Windows Platform](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_uwp.html)
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- Instructions on using the compiled export templates to export a project.
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@ -10,7 +10,7 @@ this platform such as the html shell (web page).
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## Documentation
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- [Compiling for the Web](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_web.html)
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- [Compiling for the Web](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_web.html)
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- Instructions on building this platform port from source.
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- [Exporting for the Web](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html)
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- Instructions on using the compiled export templates to export a project.
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@ -7,7 +7,7 @@ used by this platform.
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## Documentation
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- [Compiling for Windows](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_windows.html)
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- [Compiling for Windows](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_windows.html)
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- Instructions on building this platform port from source.
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- [Exporting for Windows](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_windows.html)
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- Instructions on using the compiled export templates to export a project.
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