From 77c26d32609aa9c24af10ad8b1925fbac4a58a42 Mon Sep 17 00:00:00 2001 From: clayjohn Date: Tue, 12 Mar 2019 22:48:18 -0700 Subject: [PATCH] linked tutorials in the classref (cherry picked from commit 67446ff7330614c2352b5530c6df15a262ca8392) --- doc/classes/Light2D.xml | 1 + doc/classes/LightOccluder2D.xml | 1 + doc/classes/MeshInstance2D.xml | 1 + doc/classes/MultiMesh.xml | 1 + doc/classes/MultiMeshInstance.xml | 2 ++ doc/classes/Particles.xml | 1 + doc/classes/ShaderMaterial.xml | 1 + doc/classes/Skeleton2D.xml | 1 + 8 files changed, 9 insertions(+) diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index 0d754f1d4e0..3cb785e7b84 100644 --- a/doc/classes/Light2D.xml +++ b/doc/classes/Light2D.xml @@ -7,6 +7,7 @@ Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). Note that Light2D can be used as a mask. + http://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 38b9054411f..c7dfe9606b2 100644 --- a/doc/classes/LightOccluder2D.xml +++ b/doc/classes/LightOccluder2D.xml @@ -7,6 +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 diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index 7f0136bf773..c26665b6b53 100644 --- a/doc/classes/MeshInstance2D.xml +++ b/doc/classes/MeshInstance2D.xml @@ -5,6 +5,7 @@ + http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 0cc9764e360..9bee8e21000 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -10,6 +10,7 @@ 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 diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance.xml index 5e021dfe9ba..866ffffb5f1 100644 --- a/doc/classes/MultiMeshInstance.xml +++ b/doc/classes/MultiMeshInstance.xml @@ -8,6 +8,8 @@ This is useful to optimize the rendering of a high amount of instances of a given mesh (for example tree 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 diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml index b6e31d35767..5d80f32bc2e 100644 --- a/doc/classes/Particles.xml +++ b/doc/classes/Particles.xml @@ -8,6 +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 diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 7491d22479f..9b15c6e8b4d 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -7,6 +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 diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index d40b8a2fc7f..258525c3966 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -5,6 +5,7 @@ + http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html