diff --git a/CHANGELOG.md b/CHANGELOG.md
index 6aac8e24b5d..f30a8177597 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -2,7 +2,7 @@
All notable changes to this project will be documented in this file.
-The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
+The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [3.2] - YYYY-MM-DD
@@ -780,7 +780,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- unreachable code after a `return` statement,
- …
- Warnings can be disabled in the Project Settings or by writing special comments.
-- [GDScript keyword `class_name` to register scripts as classes.](http://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes)
+- [GDScript keyword `class_name` to register scripts as classes.](https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes)
- Simple expression language independent from GDScript, used by inspector boxes that accept numeric values.
- Can also be used in projects.
- C# projects can now be exported for Windows, Linux, and macOS targets.
@@ -1009,7 +1009,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- Rewritten audio engine from scratch.
- Supports audio routing with arbitrary number of channels, including Area-based audio redirection ([video](https://youtu.be/K2XOBaJ5OQ0)).
- More than a dozen of audio effects included.
-- Rewritten 3D physics using [Bullet](http://bulletphysics.org/).
+- Rewritten 3D physics using [Bullet](https://bulletphysics.org/).
- UDP-based high-level networking API using [ENet](http://enet.bespin.org/).
- IPv6 support for all of the engine's networking APIs.
- Visual scripting.
@@ -1027,7 +1027,7 @@ 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/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings.
+- [Feature tags](https://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.
@@ -1080,7 +1080,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- Exporting to Windows now changes the exported project's icon using `rcedit` (requires WINE if exporting from Linux or macOS).
- Improved build system.
- Support for compiling using Visual Studio 2017.
- - [SCons](http://scons.org/) 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work).
+ - [SCons](https://scons.org/) 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work).
- Link-time optimization can now be enabled by passing `use_lto=yes` to the SCons command line.
- Produces faster and sometimes smaller binaries.
- Currently only supported with GCC and MSVC.
@@ -1095,11 +1095,11 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- Increased the default 3D editor camera's field of view (55 → 70).
- Increased the default 3D Camera node's field of view (65 → 70).
- Changed the default editor font (Droid Sans → [Noto Sans](https://www.google.com/get/noto/)).
-- Changed the default script editor font (Source Code Pro → [Hack](http://sourcefoundry.org/hack/))
+- Changed the default script editor font (Source Code Pro → [Hack](https://sourcefoundry.org/hack/))
- Renamed `engine.cfg` to `project.godot`.
- This allows users to open a project by double-clicking the file if Godot is associated to `.godot` files.
- Some methods from the `OS` singleton were moved to the new `Engine` singleton.
-- Switched from [GLEW](http://glew.sourceforge.net/) to [GLAD](http://glad.dav1d.de/) for OpenGL wrapping.
+- Switched from [GLEW](http://glew.sourceforge.net/) to [GLAD](https://glad.dav1d.de/) for OpenGL wrapping.
- Changed the SCons build flag for simple logs (`colored=yes` → `verbose=no`).
- The HTML5 platform now uses WebGL 2.0 (instead of 1.0).
- Redesigned the Godot logo to be more legible at small sizes.
diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md
index c27bee2b5cf..b1afaaccfdf 100644
--- a/CONTRIBUTING.md
+++ b/CONTRIBUTING.md
@@ -80,7 +80,7 @@ In addition to the following tips, also take a look at the
[Engine development guide](https://docs.godotengine.org/en/latest/development/cpp/)
for an introduction to developing on Godot.
-The [Contributing docs](http://docs.godotengine.org/en/latest/community/contributing/index.html)
+The [Contributing docs](https://docs.godotengine.org/en/latest/community/contributing/index.html)
also have important information on the PR workflow and the code style we use.
#### Be nice to the git history
@@ -102,7 +102,7 @@ Internet).
This git style guide has some good practices to have in mind:
[Git Style Guide](https://github.com/agis-/git-style-guide)
-See our [PR workflow](http://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html)
+See our [PR workflow](https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html)
documentation for tips on using Git, amending commits and rebasing branches.
#### Format your commit logs with readability in mind
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index acd00d7ee40..20f8b2ab608 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -24,7 +24,7 @@
The [MeshInstance] is ready to be added to the [SceneTree] to be shown.
- http://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html
+ https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html
diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml
index cc29ea40b78..0bc86716b00 100644
--- a/doc/classes/CharFXTransform.xml
+++ b/doc/classes/CharFXTransform.xml
@@ -7,7 +7,7 @@
By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
- http://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html
+ https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html
https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index d761444f094..b3282650e7a 100644
--- a/doc/classes/Light2D.xml
+++ b/doc/classes/Light2D.xml
@@ -8,7 +8,7 @@
[b]Note:[/b] Light2D can also be used as a mask.
- http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html
diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml
index b4c58db563b..29fed7e7f95 100644
--- a/doc/classes/LightOccluder2D.xml
+++ b/doc/classes/LightOccluder2D.xml
@@ -7,7 +7,7 @@
Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
- http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index d3d7ce6b34d..74d8516cbcd 100644
--- a/doc/classes/MeshInstance2D.xml
+++ b/doc/classes/MeshInstance2D.xml
@@ -7,7 +7,7 @@
Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite] via a tool in the editor toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
- http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html
+ https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 963234e4518..74e94d49838 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -10,8 +10,8 @@
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
- http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
- http://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
+ https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html
diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance.xml
index e6ebdaa12f8..feeb5c4a8c7 100644
--- a/doc/classes/MultiMeshInstance.xml
+++ b/doc/classes/MultiMeshInstance.xml
@@ -8,9 +8,9 @@
This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands).
- http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
- http://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html
- http://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html
+ https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html
diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml
index 866dfd63df6..e51edd1135a 100644
--- a/doc/classes/Particles.xml
+++ b/doc/classes/Particles.xml
@@ -8,7 +8,7 @@
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
- http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html
+ https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html
diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml
index e6388a5c85e..f16fff16b86 100644
--- a/doc/classes/RichTextEffect.xml
+++ b/doc/classes/RichTextEffect.xml
@@ -13,7 +13,7 @@
[b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively.
- http://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html
+ https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html
https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project
diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml
index f7a93275b11..1b135b03291 100644
--- a/doc/classes/ShaderMaterial.xml
+++ b/doc/classes/ShaderMaterial.xml
@@ -7,7 +7,7 @@
A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader.
- http://docs.godotengine.org/en/latest/tutorials/shading/index.html
+ https://docs.godotengine.org/en/latest/tutorials/shading/index.html
diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml
index 6bc870f70e5..a76b3b5d12f 100644
--- a/doc/classes/Skeleton2D.xml
+++ b/doc/classes/Skeleton2D.xml
@@ -6,7 +6,7 @@
- http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html
+ https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html
diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml
index 75cf83edc70..3258e8cec44 100644
--- a/doc/classes/VisualServer.xml
+++ b/doc/classes/VisualServer.xml
@@ -15,7 +15,7 @@
In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.
- http://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html
+ https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html
diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml
index ee751a894be..1bbc1127709 100644
--- a/doc/classes/VisualShaderNodeCustom.xml
+++ b/doc/classes/VisualShaderNodeCustom.xml
@@ -13,7 +13,7 @@
[/codeblock]
- http://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html
+ https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html
diff --git a/platform/javascript/http_request.js b/platform/javascript/http_request.js
index c112039d0b2..f621689f9de 100644
--- a/platform/javascript/http_request.js
+++ b/platform/javascript/http_request.js
@@ -3,9 +3,10 @@
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
-/* http://www.godotengine.org */
+/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/id_handler.js b/platform/javascript/id_handler.js
index 36ef5aa8ef7..3851123ed14 100644
--- a/platform/javascript/id_handler.js
+++ b/platform/javascript/id_handler.js
@@ -3,9 +3,10 @@
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
-/* http://www.godotengine.org */
+/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */