From f156b2e1cd7271e2714ec6f4dd2f5030c97a5b8e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Sat, 1 Jun 2019 11:39:12 +0200 Subject: [PATCH] doc: Make all tutorial links track "3.1" in 3.1 branch See discussion in #29104. --- doc/classes/AABB.xml | 2 +- doc/classes/Animation.xml | 2 +- doc/classes/AnimationPlayer.xml | 4 ++-- doc/classes/AnimationTree.xml | 2 +- doc/classes/AudioServer.xml | 2 +- doc/classes/AudioStream.xml | 2 +- doc/classes/AudioStreamPlayer.xml | 2 +- doc/classes/AudioStreamPlayer2D.xml | 2 +- doc/classes/AudioStreamPlayer3D.xml | 2 +- doc/classes/BakedLightmap.xml | 2 +- doc/classes/Basis.xml | 2 +- doc/classes/CanvasItem.xml | 4 ++-- doc/classes/CanvasLayer.xml | 4 ++-- doc/classes/CollisionShape.xml | 2 +- doc/classes/CollisionShape2D.xml | 2 +- doc/classes/Control.xml | 4 ++-- doc/classes/Dictionary.xml | 2 +- doc/classes/DirectionalLight.xml | 2 +- doc/classes/Directory.xml | 2 +- doc/classes/EditorImportPlugin.xml | 2 +- doc/classes/EditorPlugin.xml | 2 +- doc/classes/EditorScenePostImport.xml | 2 +- doc/classes/EditorSpatialGizmoPlugin.xml | 2 +- doc/classes/Environment.xml | 4 ++-- doc/classes/File.xml | 2 +- doc/classes/GIProbe.xml | 2 +- doc/classes/HTTPClient.xml | 4 ++-- doc/classes/HTTPRequest.xml | 2 +- doc/classes/Input.xml | 2 +- doc/classes/InputEvent.xml | 4 ++-- doc/classes/InputEventAction.xml | 2 +- doc/classes/InputEventJoypadButton.xml | 2 +- doc/classes/InputEventJoypadMotion.xml | 2 +- doc/classes/InputEventKey.xml | 2 +- doc/classes/InputEventMouse.xml | 2 +- doc/classes/InputEventMouseButton.xml | 2 +- doc/classes/InputEventMouseMotion.xml | 2 +- doc/classes/InputEventScreenDrag.xml | 2 +- doc/classes/InputEventScreenTouch.xml | 2 +- doc/classes/InputEventWithModifiers.xml | 2 +- doc/classes/InputMap.xml | 2 +- doc/classes/JavaScript.xml | 2 +- doc/classes/KinematicBody.xml | 2 +- doc/classes/Light.xml | 2 +- doc/classes/Light2D.xml | 2 +- doc/classes/LightOccluder2D.xml | 2 +- doc/classes/MeshInstance2D.xml | 2 +- doc/classes/MultiMesh.xml | 2 +- doc/classes/MultiMeshInstance.xml | 4 ++-- doc/classes/NetworkedMultiplayerPeer.xml | 2 +- doc/classes/Node.xml | 2 +- doc/classes/Node2D.xml | 2 +- doc/classes/OmniLight.xml | 2 +- doc/classes/Particles.xml | 2 +- doc/classes/Particles2D.xml | 2 +- doc/classes/Physics2DDirectBodyState.xml | 2 +- doc/classes/Physics2DDirectSpaceState.xml | 2 +- doc/classes/PhysicsBody.xml | 2 +- doc/classes/PhysicsBody2D.xml | 2 +- doc/classes/PhysicsDirectSpaceState.xml | 2 +- doc/classes/Plane.xml | 2 +- doc/classes/Quat.xml | 2 +- doc/classes/Rect2.xml | 2 +- doc/classes/ReflectionProbe.xml | 2 +- doc/classes/Resource.xml | 2 +- doc/classes/RichTextLabel.xml | 2 +- doc/classes/RigidBody.xml | 2 +- doc/classes/SceneTree.xml | 4 ++-- doc/classes/Script.xml | 2 +- doc/classes/Shader.xml | 2 +- doc/classes/ShaderMaterial.xml | 2 +- doc/classes/Shape.xml | 2 +- doc/classes/Shape2D.xml | 2 +- doc/classes/Skeleton2D.xml | 2 +- doc/classes/Spatial.xml | 2 +- doc/classes/SpatialMaterial.xml | 2 +- doc/classes/SpotLight.xml | 2 +- doc/classes/StreamPeerSSL.xml | 2 +- doc/classes/TileMap.xml | 2 +- doc/classes/Transform.xml | 4 ++-- doc/classes/Translation.xml | 4 ++-- doc/classes/TranslationServer.xml | 4 ++-- doc/classes/Vector2.xml | 2 +- doc/classes/Vector3.xml | 2 +- doc/classes/Viewport.xml | 4 ++-- doc/classes/World.xml | 2 +- doc/classes/World2D.xml | 2 +- doc/classes/WorldEnvironment.xml | 2 +- modules/enet/doc_classes/NetworkedMultiplayerENet.xml | 2 +- modules/gdscript/doc_classes/GDScript.xml | 2 +- modules/gridmap/doc_classes/GridMap.xml | 2 +- modules/visual_script/doc_classes/VisualScript.xml | 2 +- 92 files changed, 105 insertions(+), 105 deletions(-) diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 4b582459554..93e2a4a0634 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. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/3.1/tutorials/math/index.html diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 02cae9f5a7f..d78829d41d0 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. - https://docs.godotengine.org/en/latest/tutorials/animation/index.html + https://docs.godotengine.org/en/3.1/tutorials/animation/index.html diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 855e6c61835..6cb28c8ca9a 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. - https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html - https://docs.godotengine.org/en/latest/tutorials/animation/index.html + https://docs.godotengine.org/en/3.1/getting_started/step_by_step/animations.html + https://docs.godotengine.org/en/3.1/tutorials/animation/index.html diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index dad942a11d2..5fb203131bc 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -5,7 +5,7 @@ - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.1/tutorials/animation/animation_tree.html https://github.com/godotengine/tps-demo diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index eac99ebb173..19ae31ff4a7 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. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.1/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml index 9a28b31bcbd..dd0ab58c248 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 sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.1/tutorials/audio/audio_streams.html diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml index 48df44f43cd..1dfdb4c435b 100644 --- a/doc/classes/AudioStreamPlayer.xml +++ b/doc/classes/AudioStreamPlayer.xml @@ -7,7 +7,7 @@ Plays background audio. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.1/tutorials/audio/audio_streams.html diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index 16b70fef209..def34380b7e 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -7,7 +7,7 @@ Plays audio that dampens with distance from screen center. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.1/tutorials/audio/audio_streams.html diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index e3ca49e139e..6b5c43ade12 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -7,7 +7,7 @@ Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.1/tutorials/audio/audio_streams.html diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml index d59c46bbcd4..334fa082ff5 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. - https://docs.godotengine.org/en/latest/tutorials/3d/baked_lightmaps.html + https://docs.godotengine.org/en/3.1/tutorials/3d/baked_lightmaps.html diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 1cf77dc21d8..35d16c590f5 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -8,7 +8,7 @@ For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S). - https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html + https://docs.godotengine.org/en/3.1/tutorials/3d/using_transforms.html diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index cfad80b298a..625837d7420 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. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html + https://docs.godotengine.org/en/3.1/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.1/tutorials/2d/custom_drawing_in_2d.html diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index 0fc43a382b5..4ee7436a29e 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). - https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html + https://docs.godotengine.org/en/3.1/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.1/tutorials/2d/canvas_layers.html diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape.xml index 123ac4f82c2..2606bac6072 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. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.1/tutorials/physics/physics_introduction.html diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml index 4b9e4c826aa..3404c0137ce 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. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.1/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 801c7df07d9..a4c06c0e995 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. - https://docs.godotengine.org/en/latest/tutorials/gui/index.html - https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html + https://docs.godotengine.org/en/3.1/tutorials/gui/index.html + https://docs.godotengine.org/en/3.1/tutorials/2d/custom_drawing_in_2d.html diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index 49b640bfdb1..185a9387b22 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -17,7 +17,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary + https://docs.godotengine.org/en/3.1/getting_started/scripting/gdscript/gdscript_basics.html#dictionary diff --git a/doc/classes/DirectionalLight.xml b/doc/classes/DirectionalLight.xml index 4b17ddaf707..ae0049a6f75 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. - https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.1/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index f0f05d160f4..e81c4d19f18 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -23,7 +23,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html + https://docs.godotengine.org/en/3.1/getting_started/step_by_step/filesystem.html diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index f986e65103d..2d3bf06ba15 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -49,7 +49,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html + https://docs.godotengine.org/en/3.1/tutorials/plugins/editor/import_plugins.html diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index a5cbe165e1e..163893b399c 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. - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html + https://docs.godotengine.org/en/3.1/tutorials/plugins/editor/index.html diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 3caa021c8ce..10a6c1b8546 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -26,7 +26,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script + https://docs.godotengine.org/en/3.1/getting_started/workflow/assets/importing_scenes.html#custom-script diff --git a/doc/classes/EditorSpatialGizmoPlugin.xml b/doc/classes/EditorSpatialGizmoPlugin.xml index 6d03b69da32..5a74586a447 100644 --- a/doc/classes/EditorSpatialGizmoPlugin.xml +++ b/doc/classes/EditorSpatialGizmoPlugin.xml @@ -7,7 +7,7 @@ EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the documentation for more info. - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html + https://docs.godotengine.org/en/3.1/tutorials/plugins/editor/spatial_gizmos.html diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 0144d8b8d14..12df7fe7963 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -12,8 +12,8 @@ - Adjustments - 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 + https://docs.godotengine.org/en/3.1/tutorials/3d/environment_and_post_processing.html + https://docs.godotengine.org/en/3.1/tutorials/3d/high_dynamic_range.html diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 6afaae65bdf..7c392448953 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -22,7 +22,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html + https://docs.godotengine.org/en/3.1/getting_started/step_by_step/filesystem.html diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml index 46d5cee255e..969c2a301f4 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -5,7 +5,7 @@ - https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html + https://docs.godotengine.org/en/3.1/tutorials/3d/gi_probes.html diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index a50a00432a6..b3dddf8bb2d 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). - https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html - https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html + https://docs.godotengine.org/en/3.1/tutorials/networking/http_client_class.html + https://docs.godotengine.org/en/3.1/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index fbf91a7c4fc..f4301bcd114 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. - https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html + https://docs.godotengine.org/en/3.1/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 4b2d3ba94cf..7f712f72915 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]. - https://docs.godotengine.org/en/latest/tutorials/inputs/index.html + https://docs.godotengine.org/en/3.1/tutorials/inputs/index.html diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml index 2489f714eb8..be9695c5130 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]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html - https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.1/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.1/tutorials/2d/2d_transforms.html diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml index 6b6acef86ea..1a81ff81343 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]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions + https://docs.godotengine.org/en/3.1/tutorials/inputs/inputevent.html#actions diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml index 7bfac998385..cc75b46b517 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]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.1/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml index 43397847175..d9aca04bf14 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. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.1/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index b4b976edb1a..41821fd2edd 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. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.1/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml index d80319b4d2c..b7263f52e74 100644 --- a/doc/classes/InputEventMouse.xml +++ b/doc/classes/InputEventMouse.xml @@ -7,7 +7,7 @@ Stores general mouse events information. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.1/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml index dcca77ccfc6..3e18dde0c7f 100644 --- a/doc/classes/InputEventMouseButton.xml +++ b/doc/classes/InputEventMouseButton.xml @@ -7,7 +7,7 @@ Contains mouse click information. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html + https://docs.godotengine.org/en/3.1/tutorials/inputs/mouse_and_input_coordinates.html diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index 159bbfacdda..68361446e3a 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]. - https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html + https://docs.godotengine.org/en/3.1/tutorials/inputs/mouse_and_input_coordinates.html diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml index c08fd052ee8..be45c7a0fd6 100644 --- a/doc/classes/InputEventScreenDrag.xml +++ b/doc/classes/InputEventScreenDrag.xml @@ -8,7 +8,7 @@ Contains screen drag information. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.1/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml index 0b22938725d..003ee52afe7 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. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.1/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index 9f5fc4a729e..96dbc5062b5 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]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.1/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index 8c8c6d86fcd..1550b24c5bb 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]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap + https://docs.godotengine.org/en/3.1/tutorials/inputs/inputevent.html#inputmap diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 7934e1f4bf6..0cb0b5ae01c 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. - https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script + https://docs.godotengine.org/en/3.1/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 abc02ced7eb..cd459388659 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. - https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html + https://docs.godotengine.org/en/3.1/tutorials/physics/kinematic_character_2d.html diff --git a/doc/classes/Light.xml b/doc/classes/Light.xml index 9139b24e238..2f931a3b407 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. - https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.1/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index 0fc47d0ea08..e162a79aa23 100644 --- a/doc/classes/Light2D.xml +++ b/doc/classes/Light2D.xml @@ -7,7 +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 + http://docs.godotengine.org/en/3.1/tutorials/2d/2d_lights_and_shadows.html diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml index 3b8b7b58683..809ac6fc7c3 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 + http://docs.godotengine.org/en/3.1/tutorials/2d/2d_lights_and_shadows.html diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index 7cfb6be0e7a..ca6371492fe 100644 --- a/doc/classes/MeshInstance2D.xml +++ b/doc/classes/MeshInstance2D.xml @@ -5,7 +5,7 @@ - http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html + http://docs.godotengine.org/en/3.1/tutorials/2d/2d_meshes.html diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 1e8b798aa9c..7437b137b3b 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -10,7 +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 + http://docs.godotengine.org/en/3.1/tutorials/3d/vertex_animation/animating_thousands_of_fish.html diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance.xml index 042165de07a..1d74e1fd14e 100644 --- a/doc/classes/MultiMeshInstance.xml +++ b/doc/classes/MultiMeshInstance.xml @@ -8,8 +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 + http://docs.godotengine.org/en/3.1/tutorials/3d/vertex_animation/animating_thousands_of_fish.html + http://docs.godotengine.org/en/3.1/tutorials/3d/using_multi_mesh_instance.html diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml index f57cc56cc79..444fa784692 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. - https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html + https://docs.godotengine.org/en/3.1/tutorials/networking/high_level_multiplayer.html diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index cbd9e5475ce..6e84ca75ca4 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. - https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html + https://docs.godotengine.org/en/3.1/getting_started/step_by_step/scenes_and_nodes.html diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index fcc896093aa..45d7a41690a 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. - https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html + https://docs.godotengine.org/en/3.1/tutorials/2d/custom_drawing_in_2d.html diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml index 9fd78e56b67..472fe143999 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. - https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.1/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml index c6d48cbac62..2c87587d699 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 + http://docs.godotengine.org/en/3.1/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html diff --git a/doc/classes/Particles2D.xml b/doc/classes/Particles2D.xml index ef81929b918..b409a1da79d 100644 --- a/doc/classes/Particles2D.xml +++ b/doc/classes/Particles2D.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. - https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html + https://docs.godotengine.org/en/3.1/tutorials/2d/particle_systems_2d.html diff --git a/doc/classes/Physics2DDirectBodyState.xml b/doc/classes/Physics2DDirectBodyState.xml index 9007eeb2ace..ca1f73e48f6 100644 --- a/doc/classes/Physics2DDirectBodyState.xml +++ b/doc/classes/Physics2DDirectBodyState.xml @@ -7,7 +7,7 @@ Provides direct access to a physics body in the [Physics2DServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces]. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.1/tutorials/physics/ray-casting.html diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/Physics2DDirectSpaceState.xml index c2fcb80c990..7223c7c932b 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. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.1/tutorials/physics/ray-casting.html diff --git a/doc/classes/PhysicsBody.xml b/doc/classes/PhysicsBody.xml index 566a1a99ef5..1f1607fe398 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. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.1/tutorials/physics/physics_introduction.html diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 7e19e79cdc8..56c629e0866 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. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.1/tutorials/physics/physics_introduction.html diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml index 6cf708c6059..fe4775269ce 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. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.1/tutorials/physics/ray-casting.html diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index 29d6a0e4aa5..0dc24ac3295 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. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/3.1/tutorials/math/index.html diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml index 8b11cf03f47..5780881c209 100644 --- a/doc/classes/Quat.xml +++ b/doc/classes/Quat.xml @@ -9,7 +9,7 @@ Quaternions need to be (re)normalized. - https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions + https://docs.godotengine.org/en/3.1/tutorials/3d/using_transforms.html#interpolating-with-quaternions diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index 9576518fdf8..34fc4841faf 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. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/3.1/tutorials/math/index.html diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 052477b0f7c..8f8532a8dbd 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -5,7 +5,7 @@ - https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html + https://docs.godotengine.org/en/3.1/tutorials/3d/reflection_probes.html diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index ab9a6f9e1c2..128ce670c88 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -7,7 +7,7 @@ Resource is the base class for all resource types, serving primarily as data containers. They are reference counted and freed when no longer in use. They are also loaded only once from disk, and further attempts to load the resource will return the same reference (all this in contrast to a [Node], which is not reference counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource. - https://docs.godotengine.org/en/stable/getting_started/step_by_step/resources.html + https://docs.godotengine.org/en/3.1/getting_started/step_by_step/resources.html diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 75679b2bb62..6a5c9680da5 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. - https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html + https://docs.godotengine.org/en/3.1/tutorials/gui/bbcode_in_richtextlabel.html diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index 2703e007287..9a67889b51d 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]. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.1/tutorials/physics/physics_introduction.html diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 1bbcc8302fb..62e1c7d6f81 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. - 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 + https://docs.godotengine.org/en/3.1/getting_started/step_by_step/scene_tree.html + https://docs.godotengine.org/en/3.1/tutorials/viewports/multiple_resolutions.html diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 7ba9d07ca30..3cd70af509a 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. - https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html + https://docs.godotengine.org/en/3.1/getting_started/step_by_step/scripting.html diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 6c6f673090f..6e864a5a6c9 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. - https://docs.godotengine.org/en/latest/tutorials/shading/index.html + https://docs.godotengine.org/en/3.1/tutorials/shading/index.html diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 5bd5e4e48bd..62cd0354272 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 + http://docs.godotengine.org/en/3.1/tutorials/shading/index.html diff --git a/doc/classes/Shape.xml b/doc/classes/Shape.xml index 529983b27e9..75228589904 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. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.1/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index 95b41742b82..836434b6a2f 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. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.1/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index b16d1fd3391..bf6ca2fe06a 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -5,7 +5,7 @@ - http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html + http://docs.godotengine.org/en/3.1/tutorials/animation/2d_skeletons.html diff --git a/doc/classes/Spatial.xml b/doc/classes/Spatial.xml index 4306b836cbe..4de1e946cea 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 [code]Spatial[/code] object is set as top level. Affine operations in this coordinate system correspond to direct affine operations on the [code]Spatial[/code]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [code]Spatial[/code] object itself is referred to as object-local coordinate system. - https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html + https://docs.godotengine.org/en/3.1/tutorials/3d/introduction_to_3d.html diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml index dfcee9ddcb9..03ba6008a35 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. - https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html + https://docs.godotengine.org/en/3.1/tutorials/3d/spatial_material.html diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml index 6de48d4dfed..1ad4e6d4f39 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]. - https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.1/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml index 016a3a834bc..813bb05eb89 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. - https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html + https://docs.godotengine.org/en/3.1/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 0aeb3e26d21..41362512f40 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. - https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html + https://docs.godotengine.org/en/3.1/tutorials/2d/using_tilemaps.html diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml index 4f8b185a38e..e3da8d787c5 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. - https://docs.godotengine.org/en/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html + https://docs.godotengine.org/en/3.1/tutorials/math/index.html + https://docs.godotengine.org/en/3.1/tutorials/3d/using_transforms.html diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml index 1fb26298d4b..d3d764ef225 100644 --- a/doc/classes/Translation.xml +++ b/doc/classes/Translation.xml @@ -7,8 +7,8 @@ Translations are resources that can be loaded/unloaded on demand. They map a string to another string. - https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html - https://docs.godotengine.org/en/stable/tutorials/i18n/locales.html + https://docs.godotengine.org/en/3.1/tutorials/i18n/internationalizing_games.html + https://docs.godotengine.org/en/3.1/tutorials/i18n/locales.html diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml index 5f400f4d7d2..762cce8f0b7 100644 --- a/doc/classes/TranslationServer.xml +++ b/doc/classes/TranslationServer.xml @@ -7,8 +7,8 @@ Server that manages all translations. Translations can be set to it and removed from it. - https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html - https://docs.godotengine.org/en/stable/tutorials/i18n/locales.html + https://docs.godotengine.org/en/3.1/tutorials/i18n/internationalizing_games.html + https://docs.godotengine.org/en/3.1/tutorials/i18n/locales.html diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 2eaae5d6135..f6855f14512 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. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/3.1/tutorials/math/index.html diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index d8782a792c9..c6b03993f84 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. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/3.1/tutorials/math/index.html diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index c525570832c..7d03509a9b3 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. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/latest/tutorials/viewports/index.html + https://docs.godotengine.org/en/3.1/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.1/tutorials/viewports/index.html diff --git a/doc/classes/World.xml b/doc/classes/World.xml index 2d2107ad468..98bcd701460 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. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.1/tutorials/physics/ray-casting.html diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index cd1fb8289e1..26050deae69 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. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.1/tutorials/physics/ray-casting.html diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index 347ad510b2d..da6fadff687 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. - https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html + https://docs.godotengine.org/en/3.1/tutorials/3d/environment_and_post_processing.html diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml index 75a72c8dfe7..987dd5c85e6 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 [member SceneTree.network_peer] after being initialized as either a client or server. Events can then be handled by connecting to [SceneTree] signals. - https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html + https://docs.godotengine.org/en/3.1/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 8b674e5c53e..52f92c66961 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. - https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/index.html + https://docs.godotengine.org/en/3.1/getting_started/scripting/gdscript/index.html diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml index b6f718d467f..bb9e1c16216 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. - https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html + https://docs.godotengine.org/en/3.1/tutorials/3d/using_gridmaps.html diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml index 80dfb436ac8..f0c80b028fc 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. - https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html + https://docs.godotengine.org/en/3.1/getting_started/scripting/visual_script/index.html