diff --git a/CHANGELOG.md b/CHANGELOG.md
index 533968886ef..6a0310f904b 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -47,7 +47,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- Setters and getters for node properties.
- Underscores in number literals are now allowed for improved readability (for example,`1_000_000`).
- Improved performance (+20% to +40%, based on various benchmarks).
-- [Feature tags](http://docs.godotengine.org/en/latest/learning/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings.
+- [Feature tags](http://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings.
- Full support for the [glTF 2.0](https://www.khronos.org/gltf/) 3D interchange format.
- Freelook and fly navigation to the 3D editor.
- Built-in editor logging (logging standard output to a file), disabled by default.
diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md
index 2ea2ed6bba7..a8e4650710d 100644
--- a/CONTRIBUTING.md
+++ b/CONTRIBUTING.md
@@ -71,7 +71,7 @@ discuss the implementation in the bug report first if you are not 100% about
what would be the best fix.
In addition to the following tips, also take a look at the
-[Engine development guide](http://docs.godotengine.org/en/latest/development/cpp/)
+[Engine development guide](https://docs.godotengine.org/en/latest/development/cpp/)
for an introduction to developing on Godot.
#### Be nice to the git history
diff --git a/README.md b/README.md
index b34b9e8702d..06380b5e0ab 100644
--- a/README.md
+++ b/README.md
@@ -37,7 +37,7 @@ Official binaries for the Godot editor and the export templates can be found
#### Compiling from source
-[See the official docs](http://docs.godotengine.org/en/latest/development/compiling/)
+[See the official docs](https://docs.godotengine.org/en/latest/development/compiling/)
for compilation instructions for every supported platform.
### Community and contributing
@@ -53,10 +53,10 @@ To get started contributing to the project, see the [contributing guide](CONTRIB
### Documentation and demos
-The official documentation is hosted on [ReadTheDocs](http://docs.godotengine.org).
+The official documentation is hosted on [ReadTheDocs](https://docs.godotengine.org).
It is maintained by the Godot community in its own [GitHub repository](https://github.com/godotengine/godot-docs).
-The [class reference](http://docs.godotengine.org/en/latest/classes/)
+The [class reference](https://docs.godotengine.org/en/latest/classes/)
is also accessible from within the engine.
The official demos are maintained in their own [GitHub repository](https://github.com/godotengine/godot-demo-projects)
diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml
index b9061e0b874..2e0d0c15b2f 100644
--- a/doc/classes/AABB.xml
+++ b/doc/classes/AABB.xml
@@ -7,7 +7,7 @@
AABB consists of a position, a size, and several utility functions. It is typically used for fast overlap tests.
- http://docs.godotengine.org/en/3.0/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index bb161cd87c1..f189e6451d3 100644
--- a/doc/classes/Animation.xml
+++ b/doc/classes/Animation.xml
@@ -17,7 +17,7 @@
Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back.
- http://docs.godotengine.org/en/3.0/tutorials/animation/index.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/index.html
diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml
index a5be8ffc53f..3b3638a4f3b 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -7,8 +7,8 @@
An animation player is used for general purpose playback of [Animation] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels.
- http://docs.godotengine.org/en/3.0/getting_started/step_by_step/animations.html
- http://docs.godotengine.org/en/3.0/tutorials/animation/index.html
+ https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/index.html
diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml
index 8f654441b28..3ae5454e655 100644
--- a/doc/classes/AudioServer.xml
+++ b/doc/classes/AudioServer.xml
@@ -7,7 +7,7 @@
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.
- http://docs.godotengine.org/en/3.0/tutorials/audio/audio_buses.html
+ https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html
diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml
index 753a5060585..96ce53b14f0 100644
--- a/doc/classes/AudioStream.xml
+++ b/doc/classes/AudioStream.xml
@@ -7,7 +7,7 @@
Base class for audio streams. Audio streams are used for music playback, or other types of streamed sounds that don't fit or require more flexibility than a [Sample].
- http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html
diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml
index 26d0b1a83d8..be4e4f137a1 100644
--- a/doc/classes/AudioStreamPlayer.xml
+++ b/doc/classes/AudioStreamPlayer.xml
@@ -7,8 +7,8 @@
Plays background audio.
- http://docs.godotengine.org/en/latest/learning/features/audio/index.html
- http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/latest/learning/features/audio/index.html
+ https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html
diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml
index 5cc87e0e7a3..3b81894c140 100644
--- a/doc/classes/AudioStreamPlayer2D.xml
+++ b/doc/classes/AudioStreamPlayer2D.xml
@@ -7,8 +7,8 @@
Plays audio that dampens with distance from screen center.
- http://docs.godotengine.org/en/latest/learning/features/audio/index.html
- http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/latest/learning/features/audio/index.html
+ https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml
index e61515ffc0e..5841f1f6dcd 100644
--- a/doc/classes/AudioStreamPlayer3D.xml
+++ b/doc/classes/AudioStreamPlayer3D.xml
@@ -7,8 +7,8 @@
Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space.
- http://docs.godotengine.org/en/latest/learning/features/audio/index.html
- http://docs.godotengine.org/en/3.0/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/latest/learning/features/audio/index.html
+ https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html
diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml
index 966b6dd7c41..8e27dc8d5da 100644
--- a/doc/classes/BakedLightmap.xml
+++ b/doc/classes/BakedLightmap.xml
@@ -7,7 +7,7 @@
Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time.
- http://docs.godotengine.org/en/3.0/tutorials/3d/baked_lightmaps.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/baked_lightmaps.html
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index fe8debe1a93..95f6346321b 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -8,8 +8,8 @@
For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S).
- http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html
- http://docs.godotengine.org/en/latest/tutorials/math/rotations.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html
+ https://docs.godotengine.org/en/latest/tutorials/math/rotations.html
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index 60f097f3f9c..4bae6567404 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -11,8 +11,8 @@
Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed.
- http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html
- http://docs.godotengine.org/en/3.0/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
diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml
index d4412e15c93..c39b47ab071 100644
--- a/doc/classes/CanvasLayer.xml
+++ b/doc/classes/CanvasLayer.xml
@@ -7,8 +7,8 @@
Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [code]CanvasLayer[/code] 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 [code]CanvasLayer[/code] 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).
- http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html
- http://docs.godotengine.org/en/3.0/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
diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape.xml
index 5639c141923..740a6b7ab15 100644
--- a/doc/classes/CollisionShape.xml
+++ b/doc/classes/CollisionShape.xml
@@ -7,7 +7,7 @@
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.
- http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml
index 713cb8d098e..d3c616ee3d8 100644
--- a/doc/classes/CollisionShape2D.xml
+++ b/doc/classes/CollisionShape2D.xml
@@ -7,7 +7,7 @@
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.
- http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index ee82afd5924..76a475e49d8 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -13,8 +13,8 @@
[Theme] resources change the Control's appearance. If you change the [Theme] on a [code]Control[/code] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_*_override[/code] methods, like [method add_font_override]. You can override the theme with the inspector.
- http://docs.godotengine.org/en/3.0/tutorials/gui/index.html
- http://docs.godotengine.org/en/3.0/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
diff --git a/doc/classes/DirectionalLight.xml b/doc/classes/DirectionalLight.xml
index 2dc522083d1..86c8f2f03a5 100644
--- a/doc/classes/DirectionalLight.xml
+++ b/doc/classes/DirectionalLight.xml
@@ -7,7 +7,7 @@
A directional light is a type of [Light] 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 DirectionalLight transform (origin) is ignored. Only the basis is used do determine light direction.
- http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml
index d8ad208fa71..57301f954f1 100644
--- a/doc/classes/Directory.xml
+++ b/doc/classes/Directory.xml
@@ -23,7 +23,7 @@
[/codeblock]
- http://docs.godotengine.org/en/3.0/getting_started/step_by_step/filesystem.html
+ https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index aaba30ccc9a..24201c39b91 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -49,7 +49,7 @@
[/codeblock]
- http://docs.godotengine.org/en/3.0/tutorials/plugins/editor/import_plugins.html
+ https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 0792d556d75..feaa24b0abb 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -7,7 +7,7 @@
Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. Also see [EditorScript] to add functions to the editor.
- http://docs.godotengine.org/en/3.0/development/plugins/index.html
+ https://docs.godotengine.org/en/latest/development/plugins/index.html
diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml
index 76c105dd25c..0c5de68d986 100644
--- a/doc/classes/EditorScenePostImport.xml
+++ b/doc/classes/EditorScenePostImport.xml
@@ -26,7 +26,7 @@
[/codeblock]
- http://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script
+ https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 566322e6c5e..4c2c83e55ff 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -13,8 +13,8 @@
- Adjustments
- http://docs.godotengine.org/en/3.0/tutorials/3d/environment_and_post_processing.html
- http://docs.godotengine.org/en/3.0/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
diff --git a/doc/classes/File.xml b/doc/classes/File.xml
index 20054ac9dce..6c900385f70 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -22,7 +22,7 @@
[/codeblock]
- http://docs.godotengine.org/en/3.0/getting_started/step_by_step/filesystem.html
+ https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html
diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml
index 77dea73564a..5fb0ccc33d2 100644
--- a/doc/classes/GIProbe.xml
+++ b/doc/classes/GIProbe.xml
@@ -5,7 +5,7 @@
- http://docs.godotengine.org/en/3.0/tutorials/3d/gi_probes.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html
diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml
index 08e2f649a0d..2f215057578 100644
--- a/doc/classes/HTTPClient.xml
+++ b/doc/classes/HTTPClient.xml
@@ -10,8 +10,8 @@
For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616).
- http://docs.godotengine.org/en/3.0/tutorials/networking/http_client_class.html
- http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html
+ https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html
+ https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index c5bb10a23ad..3916eb2b5bf 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -8,7 +8,7 @@
Can be used to make HTTP requests, i.e. download or upload files or web content via HTTP.
- http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html
+ https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 0e6e54c8fd4..38804e40b4a 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -7,7 +7,7 @@
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 Project Settings / Input Map tab. Or be set with [InputMap].
- http://docs.godotengine.org/en/3.0/tutorials/inputs/index.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/index.html
diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml
index 993d62d1881..c880823aeef 100644
--- a/doc/classes/InputEvent.xml
+++ b/doc/classes/InputEvent.xml
@@ -7,8 +7,8 @@
Base class of all sort of input event. See [method Node._input].
- http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html
- http://docs.godotengine.org/en/3.0/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
diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml
index 16000231cb5..8a10dc6ab9b 100644
--- a/doc/classes/InputEventAction.xml
+++ b/doc/classes/InputEventAction.xml
@@ -7,7 +7,7 @@
Contains a generic action which can be targeted from several type of inputs. Actions can be created from the project settings menu [code]Project > Project Settings > Input Map[/code]. See [method Node._input].
- http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#actions
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions
diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml
index adaeae685e0..18e33c21319 100644
--- a/doc/classes/InputEventJoypadButton.xml
+++ b/doc/classes/InputEventJoypadButton.xml
@@ -7,7 +7,7 @@
Input event type for gamepad buttons. For joysticks see [InputEventJoypadMotion].
- http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml
index f86aec4ce00..0c73f531582 100644
--- a/doc/classes/InputEventJoypadMotion.xml
+++ b/doc/classes/InputEventJoypadMotion.xml
@@ -7,7 +7,7 @@
Stores information about joystick motions. One [code]InputEventJoypadMotion[/code] represents one axis at a time.
- http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml
index a013ee62661..0118fda2dff 100644
--- a/doc/classes/InputEventKey.xml
+++ b/doc/classes/InputEventKey.xml
@@ -7,7 +7,7 @@
Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events.
- http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml
index 06de96890a6..27e8d174078 100644
--- a/doc/classes/InputEventMouse.xml
+++ b/doc/classes/InputEventMouse.xml
@@ -7,7 +7,7 @@
Stores general mouse events information.
- http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml
index a3a90550878..1342c7bf7ea 100644
--- a/doc/classes/InputEventMouseButton.xml
+++ b/doc/classes/InputEventMouseButton.xml
@@ -7,7 +7,7 @@
Contains mouse click information. See [method Node._input].
- http://docs.godotengine.org/en/3.0/tutorials/inputs/mouse_and_input_coordinates.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html
diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml
index 05e3e79d26c..f7f63589102 100644
--- a/doc/classes/InputEventMouseMotion.xml
+++ b/doc/classes/InputEventMouseMotion.xml
@@ -7,7 +7,7 @@
Contains mouse motion information. Supports relative, absolute positions and speed. See [method Node._input].
- http://docs.godotengine.org/en/3.0/tutorials/inputs/mouse_and_input_coordinates.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html
diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml
index f777d90ccba..a320c0a028d 100644
--- a/doc/classes/InputEventScreenDrag.xml
+++ b/doc/classes/InputEventScreenDrag.xml
@@ -8,7 +8,7 @@
Contains screen drag information. See [method Node._input].
- http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml
index 39cd0a96571..55f04cdd941 100644
--- a/doc/classes/InputEventScreenTouch.xml
+++ b/doc/classes/InputEventScreenTouch.xml
@@ -8,7 +8,7 @@
Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order.
- http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml
index 9c1814feddc..fcf2fd545ea 100644
--- a/doc/classes/InputEventWithModifiers.xml
+++ b/doc/classes/InputEventWithModifiers.xml
@@ -7,7 +7,7 @@
Contains keys events information with modifiers support like [code]SHIFT[/code] or [code]ALT[/code]. See [method Node._input].
- http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml
index 7fd1d7e8ace..8c25f851db2 100644
--- a/doc/classes/InputMap.xml
+++ b/doc/classes/InputMap.xml
@@ -7,7 +7,7 @@
Manages all [InputEventAction] which can be created/modified from the project settings menu [code]Project > Project Settings > Input Map[/code] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
- http://docs.godotengine.org/en/3.0/tutorials/inputs/inputevent.html#inputmap
+ https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap
diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml
index 17588717c22..fa3aaed684c 100644
--- a/doc/classes/JavaScript.xml
+++ b/doc/classes/JavaScript.xml
@@ -7,7 +7,7 @@
The JavaScript singleton is implemented only in HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
- http://docs.godotengine.org/en/3.0/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script
+ https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index 82638fc57ac..0656341ffab 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -9,7 +9,7 @@
Kinematic Characters: 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 that don't require advanced physics.
- http://docs.godotengine.org/en/3.0/tutorials/physics/kinematic_character_2d.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html
diff --git a/doc/classes/Light.xml b/doc/classes/Light.xml
index 04191136a8c..cf873e5b282 100644
--- a/doc/classes/Light.xml
+++ b/doc/classes/Light.xml
@@ -7,7 +7,7 @@
Light is the abstract base class for light nodes, so it shouldn't be used directly (It can't be instanced). Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting.
- http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml
index 3b76861afd0..990f928b258 100644
--- a/doc/classes/NetworkedMultiplayerPeer.xml
+++ b/doc/classes/NetworkedMultiplayerPeer.xml
@@ -7,7 +7,7 @@
Manages the connection to network peers. Assigns unique IDs to each client connected to the server.
- http://docs.godotengine.org/en/3.0/tutorials/networking/high_level_multiplayer.html
+ https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 19aa2e9f5e8..dcdb6d05001 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -17,7 +17,7 @@
[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.
- http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scenes_and_nodes.html
+ https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index 13eabeca177..e955f6bb7d1 100644
--- a/doc/classes/Node2D.xml
+++ b/doc/classes/Node2D.xml
@@ -7,7 +7,7 @@
A 2D game object, with a position, rotation and scale. All 2D physics nodes and sprites inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control on the node's render order.
- http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html
diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml
index 5ed058bb062..8d67cb626b1 100644
--- a/doc/classes/OmniLight.xml
+++ b/doc/classes/OmniLight.xml
@@ -7,7 +7,7 @@
An Omnidirectional light is a type of [Light] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
- http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/Physics2DDirectSpaceState.xml
index aa54d9a11ad..ebd17fd9216 100644
--- a/doc/classes/Physics2DDirectSpaceState.xml
+++ b/doc/classes/Physics2DDirectSpaceState.xml
@@ -7,7 +7,7 @@
Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space.
- http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
diff --git a/doc/classes/PhysicsBody.xml b/doc/classes/PhysicsBody.xml
index fb145f9de9c..2658732f84e 100644
--- a/doc/classes/PhysicsBody.xml
+++ b/doc/classes/PhysicsBody.xml
@@ -7,7 +7,7 @@
PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it.
- http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index 440caf61e56..f848b6df708 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -7,7 +7,7 @@
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
- http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml
index 1fd00fa21c0..350a9ed3ced 100644
--- a/doc/classes/PhysicsDirectSpaceState.xml
+++ b/doc/classes/PhysicsDirectSpaceState.xml
@@ -7,7 +7,7 @@
Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space.
- http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml
index 3d5eada066c..a57659abdaa 100644
--- a/doc/classes/Plane.xml
+++ b/doc/classes/Plane.xml
@@ -7,7 +7,7 @@
Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing.
- http://docs.godotengine.org/en/3.0/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml
index 67631bbc925..468839dfba1 100644
--- a/doc/classes/Quat.xml
+++ b/doc/classes/Quat.xml
@@ -9,8 +9,8 @@
Quaternions need to be (re)normalized.
- http://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions
- http://docs.godotengine.org/en/latest/tutorials/math/rotations.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions
+ https://docs.godotengine.org/en/latest/tutorials/math/rotations.html
diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml
index 1eea940da97..1392e53f8d0 100644
--- a/doc/classes/Rect2.xml
+++ b/doc/classes/Rect2.xml
@@ -7,7 +7,7 @@
Rect2 consists of a position, a size, and several utility functions. It is typically used for fast overlap tests.
- http://docs.godotengine.org/en/3.0/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index a9a897ebaf4..7662f72ecab 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -5,7 +5,7 @@
- http://docs.godotengine.org/en/3.0/tutorials/3d/reflection_probes.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index 3371e4d66f3..145ce7537b8 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -8,7 +8,7 @@
Note that assignments to [member bbcode_text] clear the tag stack and reconstruct it from the property's contents. Any edits made to [member bbcode_text] will erase previous edits made from other manual sources such as [method append_bbcode] and the [code]push_*[/code] / [method pop] methods.
- http://docs.godotengine.org/en/3.0/tutorials/gui/bbcode_in_richtextlabel.html
+ https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index 0977b7ea015..4ff332402b5 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -10,7 +10,7 @@
If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
- http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index b89ecd1de93..dd94ee66d28 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -7,8 +7,8 @@
As one of the most important classes, the [code]SceneTree[/code] manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded. You can also use the SceneTree to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. a "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once.
- http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scene_tree.html
- http://docs.godotengine.org/en/3.0/tutorials/viewports/multiple_resolutions.html
+ https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html
+ https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html
diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml
index 128d7475cc0..ec1d544c03c 100644
--- a/doc/classes/Script.xml
+++ b/doc/classes/Script.xml
@@ -8,7 +8,7 @@
The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
- http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scripting.html
+ https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html
diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml
index 7f9a1246831..dd6a023af4d 100644
--- a/doc/classes/Shader.xml
+++ b/doc/classes/Shader.xml
@@ -7,7 +7,7 @@
This class allows you to define a custom shader program that can be used for various materials to render objects.
- http://docs.godotengine.org/en/3.0/tutorials/shading/index.html
+ https://docs.godotengine.org/en/latest/tutorials/shading/index.html
diff --git a/doc/classes/Shape.xml b/doc/classes/Shape.xml
index bc1a4294183..6e51d3156f3 100644
--- a/doc/classes/Shape.xml
+++ b/doc/classes/Shape.xml
@@ -7,7 +7,7 @@
Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody] or [Area] objects.
- http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml
index 2772538cec1..96b8a77d9e4 100644
--- a/doc/classes/Shape2D.xml
+++ b/doc/classes/Shape2D.xml
@@ -7,7 +7,7 @@
Base class for all 2D Shapes. All 2D shape types inherit from this.
- http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/Spatial.xml b/doc/classes/Spatial.xml
index 7fd7b5deed8..6f9d7797376 100644
--- a/doc/classes/Spatial.xml
+++ b/doc/classes/Spatial.xml
@@ -8,7 +8,7 @@
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the Spatial object is set as top level. Affine operations in this coordinate system correspond to direct affine operations on the Spatial's transform. The word local below refers to this coordinate system. The coordinate system that is attached to the Spatial object itself is referred to as object-local coordinate system.
- http://docs.godotengine.org/en/3.0/tutorials/3d/introduction_to_3d.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html
diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml
index 57fb267e912..8fd9b59bdc8 100644
--- a/doc/classes/SpatialMaterial.xml
+++ b/doc/classes/SpatialMaterial.xml
@@ -7,7 +7,7 @@
This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.
- http://docs.godotengine.org/en/3.0/tutorials/3d/spatial_material.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html
diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml
index 1f81e9e5c2d..11f914aac22 100644
--- a/doc/classes/SpotLight.xml
+++ b/doc/classes/SpotLight.xml
@@ -7,7 +7,7 @@
A SpotLight light is a type of [Light] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. TODO: Image of a spotlight.
- http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html
diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml
index 33948df509d..40a4e04a808 100644
--- a/doc/classes/StreamPeerSSL.xml
+++ b/doc/classes/StreamPeerSSL.xml
@@ -7,7 +7,7 @@
SSL Stream peer. This object can be used to connect to SSL servers.
- http://docs.godotengine.org/en/3.0/tutorials/networking/ssl_certificates.html
+ https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 6f8c76d1ea6..7034d754736 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -7,7 +7,7 @@
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.
- http://docs.godotengine.org/en/3.0/tutorials/2d/using_tilemaps.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html
diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml
index 09edfe42354..b3168ef1296 100644
--- a/doc/classes/Transform.xml
+++ b/doc/classes/Transform.xml
@@ -7,8 +7,8 @@
Represents one or many transformations in 3D space such as translation, rotation, or scaling. It consists of a [Basis] "basis" and an [Vector3] "origin". It is similar to a 3x4 matrix.
- http://docs.godotengine.org/en/3.0/tutorials/math/index.html
- http://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/3d/using_transforms.html
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 1f8eb47044b..006a843c32a 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -7,7 +7,7 @@
2-element structure that can be used to represent positions in 2d space or any other pair of numeric values.
- http://docs.godotengine.org/en/3.0/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index 2499ba75ff8..48856875e76 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -7,7 +7,7 @@
Vector3 is one of the core classes of the engine, and includes several built-in helper functions to perform basic vector math operations.
- http://docs.godotengine.org/en/3.0/tutorials/math/index.html
+ https://docs.godotengine.org/en/latest/tutorials/math/index.html
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 9cd501630ee..2cdd8c407f1 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -12,8 +12,8 @@
Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.
- http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html
- http://docs.godotengine.org/en/3.0/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
diff --git a/doc/classes/World.xml b/doc/classes/World.xml
index 540848e40a6..4e954acd484 100644
--- a/doc/classes/World.xml
+++ b/doc/classes/World.xml
@@ -7,7 +7,7 @@
Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world.
- http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml
index 780cdd181a9..9c3d66dade5 100644
--- a/doc/classes/World2D.xml
+++ b/doc/classes/World2D.xml
@@ -7,7 +7,7 @@
Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world.
- http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml
index e68ad2800e7..45e1af4e428 100644
--- a/doc/classes/WorldEnvironment.xml
+++ b/doc/classes/WorldEnvironment.xml
@@ -9,7 +9,7 @@
The [code]WorldEnvironment[/code] 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.
- http://docs.godotengine.org/en/3.0/tutorials/3d/environment_and_post_processing.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html
diff --git a/doc/tools/doc_status.py b/doc/tools/doc_status.py
index ab74c0b9d60..4bb4342d5f7 100644
--- a/doc/tools/doc_status.py
+++ b/doc/tools/doc_status.py
@@ -229,11 +229,11 @@ class ClassStatus:
output['overall'] = (description_progress + items_progress).to_colored_string('{percent}%', '{pad_percent}{s}')
if self.name.startswith('Total'):
- output['url'] = color('url', 'http://docs.godotengine.org/en/latest/classes/')
+ output['url'] = color('url', 'https://docs.godotengine.org/en/latest/classes/')
if flags['s']:
output['comment'] = color('part_good', 'ALL OK')
else:
- output['url'] = color('url', 'http://docs.godotengine.org/en/latest/classes/class_{name}.html'.format(name=self.name.lower()))
+ output['url'] = color('url', 'https://docs.godotengine.org/en/latest/classes/class_{name}.html'.format(name=self.name.lower()))
if flags['s'] and not flags['g'] and self.is_ok():
output['comment'] = color('part_good', 'ALL OK')
diff --git a/editor/editor_help.cpp b/editor/editor_help.cpp
index 80dd5aa1149..caa60eb6454 100644
--- a/editor/editor_help.cpp
+++ b/editor/editor_help.cpp
@@ -36,7 +36,7 @@
#include "editor_node.h"
#include "editor_settings.h"
-#define CONTRIBUTE_URL "http://docs.godotengine.org/en/latest/community/contributing/updating_the_class_reference.html"
+#define CONTRIBUTE_URL "https://docs.godotengine.org/en/latest/community/contributing/updating_the_class_reference.html"
#define CONTRIBUTE2_URL "https://github.com/godotengine/godot-docs"
#define REQUEST_URL "https://github.com/godotengine/godot-docs/issues/new"
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index f2a45917542..81bcbd63a13 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -2270,7 +2270,7 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
emit_signal("request_help_search", "");
} break;
case HELP_DOCS: {
- OS::get_singleton()->shell_open("http://docs.godotengine.org/");
+ OS::get_singleton()->shell_open("https://docs.godotengine.org/");
} break;
case HELP_QA: {
OS::get_singleton()->shell_open("https://godotengine.org/qa/");
diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp
index 03b9f7938fa..04011dbb2b0 100644
--- a/editor/plugins/script_editor_plugin.cpp
+++ b/editor/plugins/script_editor_plugin.cpp
@@ -978,7 +978,7 @@ void ScriptEditor::_menu_option(int p_option) {
} break;
case SEARCH_WEBSITE: {
- OS::get_singleton()->shell_open("http://docs.godotengine.org/");
+ OS::get_singleton()->shell_open("https://docs.godotengine.org/");
} break;
case WINDOW_NEXT: {
diff --git a/misc/dist/linux/org.godotengine.Godot.appdata.xml b/misc/dist/linux/org.godotengine.Godot.appdata.xml
index 9f3f9e34af4..c11317cd351 100644
--- a/misc/dist/linux/org.godotengine.Godot.appdata.xml
+++ b/misc/dist/linux/org.godotengine.Godot.appdata.xml
@@ -27,8 +27,8 @@
https://godotengine.orghttps://github.com/godotengine/godot/issues
- http://docs.godotengine.org/en/latest/about/faq.html
- http://docs.godotengine.org
+ https://docs.godotengine.org/en/latest/about/faq.html
+ https://docs.godotengine.orghttps://godotengine.org/donatehttps://hosted.weblate.org/projects/godot-engine/godotThe Godot Engine Community
diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
index 6d990f6f6f1..e057a435ac7 100644
--- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
@@ -7,7 +7,7 @@
A PacketPeer implementation that should be passed to [method SceneTree.set_network_peer] after being initialized as either a client or server. Events can then be handled by connecting to [SceneTree] signals.
- http://docs.godotengine.org/en/3.0/tutorials/networking/high_level_multiplayer.html
+ https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html
http://enet.bespin.org/usergroup0.html
diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml
index 632970f8c01..4cefdbd7cb5 100644
--- a/modules/gdscript/doc_classes/GDScript.xml
+++ b/modules/gdscript/doc_classes/GDScript.xml
@@ -8,7 +8,7 @@
[method new] creates a new instance of the script. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
- http://docs.godotengine.org/en/3.0/getting_started/scripting/gdscript/index.html
+ https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/index.html
diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml
index f13479940de..9b9088dd824 100644
--- a/modules/gridmap/doc_classes/GridMap.xml
+++ b/modules/gridmap/doc_classes/GridMap.xml
@@ -10,7 +10,7 @@
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.
- http://docs.godotengine.org/en/3.0/tutorials/3d/using_gridmaps.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html
diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml
index 28764aca402..70849c5a804 100644
--- a/modules/visual_script/doc_classes/VisualScript.xml
+++ b/modules/visual_script/doc_classes/VisualScript.xml
@@ -9,7 +9,7 @@
You are most likely to use this class via the Visual Script editor or when writing plugins for it.
- http://docs.godotengine.org/en/3.0/getting_started/scripting/visual_script/index.html
+ https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html