diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml
index 163dc8f888d..877cc406426 100644
--- a/doc/classes/AABB.xml
+++ b/doc/classes/AABB.xml
@@ -9,9 +9,9 @@
[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates.
- https://docs.godotengine.org/en/3.3/tutorials/math/index.html
- https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html
- https://docs.godotengine.org/en/3.3/tutorials/math/vectors_advanced.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html
diff --git a/doc/classes/ARVRCamera.xml b/doc/classes/ARVRCamera.xml
index cd12478072d..abc0936a7e7 100644
--- a/doc/classes/ARVRCamera.xml
+++ b/doc/classes/ARVRCamera.xml
@@ -8,7 +8,7 @@
The position and orientation of this node is automatically updated by the ARVR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the ARVR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the ARVRCamera can lag a few milliseconds behind what is used for rendering as a result.
- https://docs.godotengine.org/en/3.3/tutorials/vr/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/vr/index.html
diff --git a/doc/classes/ARVRController.xml b/doc/classes/ARVRController.xml
index a78462b7b1f..7adae239c59 100644
--- a/doc/classes/ARVRController.xml
+++ b/doc/classes/ARVRController.xml
@@ -9,7 +9,7 @@
The position of the controller node is automatically updated by the [ARVRServer]. This makes this node ideal to add child nodes to visualize the controller.
- https://docs.godotengine.org/en/3.3/tutorials/vr/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/vr/index.html
diff --git a/doc/classes/ARVRInterface.xml b/doc/classes/ARVRInterface.xml
index 94cd24af4fa..9f11e6e268f 100644
--- a/doc/classes/ARVRInterface.xml
+++ b/doc/classes/ARVRInterface.xml
@@ -8,7 +8,7 @@
Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [ARVRServer].
- https://docs.godotengine.org/en/3.3/tutorials/vr/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/vr/index.html
diff --git a/doc/classes/ARVROrigin.xml b/doc/classes/ARVROrigin.xml
index a454963db76..a3ad5c1075b 100644
--- a/doc/classes/ARVROrigin.xml
+++ b/doc/classes/ARVROrigin.xml
@@ -10,7 +10,7 @@
For example, if your character is driving a car, the ARVROrigin node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
- https://docs.godotengine.org/en/3.3/tutorials/vr/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/vr/index.html
diff --git a/doc/classes/ARVRPositionalTracker.xml b/doc/classes/ARVRPositionalTracker.xml
index 5e04f7f1071..630182d9342 100644
--- a/doc/classes/ARVRPositionalTracker.xml
+++ b/doc/classes/ARVRPositionalTracker.xml
@@ -9,7 +9,7 @@
The [ARVRController] and [ARVRAnchor] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them.
- https://docs.godotengine.org/en/3.3/tutorials/vr/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/vr/index.html
diff --git a/doc/classes/ARVRServer.xml b/doc/classes/ARVRServer.xml
index 36881db94b3..c8c65094e30 100644
--- a/doc/classes/ARVRServer.xml
+++ b/doc/classes/ARVRServer.xml
@@ -7,7 +7,7 @@
The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
- https://docs.godotengine.org/en/3.3/tutorials/vr/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/vr/index.html
diff --git a/doc/classes/AnimatedSprite.xml b/doc/classes/AnimatedSprite.xml
index 422f2fe896a..52c42a258f0 100644
--- a/doc/classes/AnimatedSprite.xml
+++ b/doc/classes/AnimatedSprite.xml
@@ -8,7 +8,7 @@
[b]Note:[/b] You can associate a set of normal maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] suffix. For example, having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/code] will make it so the [code]run[/code] animation uses the normal map.
- https://docs.godotengine.org/en/3.3/tutorials/2d/2d_sprite_animation.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/2d_sprite_animation.html
https://godotengine.org/asset-library/asset/515
diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml
index 57159bc109f..25fce0264ce 100644
--- a/doc/classes/AnimatedSprite3D.xml
+++ b/doc/classes/AnimatedSprite3D.xml
@@ -7,7 +7,7 @@
Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
- https://docs.godotengine.org/en/3.3/tutorials/2d/2d_sprite_animation.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/2d_sprite_animation.html
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index 2da69a75646..5a897734ff7 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. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types.
- https://docs.godotengine.org/en/3.3/tutorials/animation/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/index.html
diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml
index 8c51755fb1a..d8f0a344f9d 100644
--- a/doc/classes/AnimationNode.xml
+++ b/doc/classes/AnimationNode.xml
@@ -8,7 +8,7 @@
Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml
index 8fbc8d5102d..edc617f42d1 100644
--- a/doc/classes/AnimationNodeAdd2.xml
+++ b/doc/classes/AnimationNodeAdd2.xml
@@ -7,7 +7,7 @@
A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range.
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml
index 39869c62b8e..b5f78b1fe2b 100644
--- a/doc/classes/AnimationNodeAdd3.xml
+++ b/doc/classes/AnimationNodeAdd3.xml
@@ -11,7 +11,7 @@
- A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationNodeAnimation.xml b/doc/classes/AnimationNodeAnimation.xml
index 033d0bfcdec..f2c14967657 100644
--- a/doc/classes/AnimationNodeAnimation.xml
+++ b/doc/classes/AnimationNodeAnimation.xml
@@ -7,7 +7,7 @@
A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together.
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
https://godotengine.org/asset-library/asset/125
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationNodeBlend2.xml b/doc/classes/AnimationNodeBlend2.xml
index 12f00913eda..b98651f4cc0 100644
--- a/doc/classes/AnimationNodeBlend2.xml
+++ b/doc/classes/AnimationNodeBlend2.xml
@@ -7,7 +7,7 @@
A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range.
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
https://godotengine.org/asset-library/asset/125
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationNodeBlend3.xml b/doc/classes/AnimationNodeBlend3.xml
index d861c120ee6..25dde5aefb1 100644
--- a/doc/classes/AnimationNodeBlend3.xml
+++ b/doc/classes/AnimationNodeBlend3.xml
@@ -11,7 +11,7 @@
- A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml
index bd20240ec89..16f8fd7ecaa 100644
--- a/doc/classes/AnimationNodeBlendSpace1D.xml
+++ b/doc/classes/AnimationNodeBlendSpace1D.xml
@@ -10,7 +10,7 @@
You can set the extents of the axis using the [member min_space] and [member max_space].
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml
index e1051163313..f0704ad6168 100644
--- a/doc/classes/AnimationNodeBlendSpace2D.xml
+++ b/doc/classes/AnimationNodeBlendSpace2D.xml
@@ -9,7 +9,7 @@
You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand.
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml
index 83d1d496a1c..e47f07bd661 100644
--- a/doc/classes/AnimationNodeBlendTree.xml
+++ b/doc/classes/AnimationNodeBlendTree.xml
@@ -7,7 +7,7 @@
This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots.
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml
index 4a2e4cb95ff..f65c89ff2c3 100644
--- a/doc/classes/AnimationNodeOneShot.xml
+++ b/doc/classes/AnimationNodeOneShot.xml
@@ -7,7 +7,7 @@
A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationNodeOutput.xml b/doc/classes/AnimationNodeOutput.xml
index 76eb678e3f6..054ffeb135f 100644
--- a/doc/classes/AnimationNodeOutput.xml
+++ b/doc/classes/AnimationNodeOutput.xml
@@ -6,7 +6,7 @@
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
https://godotengine.org/asset-library/asset/125
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationNodeStateMachine.xml b/doc/classes/AnimationNodeStateMachine.xml
index 7cd3771b7c1..eeaedaa72a6 100644
--- a/doc/classes/AnimationNodeStateMachine.xml
+++ b/doc/classes/AnimationNodeStateMachine.xml
@@ -12,7 +12,7 @@
[/codeblock]
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml
index 85874aae4d8..c45bf710ccf 100644
--- a/doc/classes/AnimationNodeStateMachinePlayback.xml
+++ b/doc/classes/AnimationNodeStateMachinePlayback.xml
@@ -12,7 +12,7 @@
[/codeblock]
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml
index 76f17647a12..bc1d17c1647 100644
--- a/doc/classes/AnimationNodeStateMachineTransition.xml
+++ b/doc/classes/AnimationNodeStateMachineTransition.xml
@@ -5,13 +5,13 @@
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
- Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
+ Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
[codeblock]
$animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0)
[/codeblock]
diff --git a/doc/classes/AnimationNodeTimeScale.xml b/doc/classes/AnimationNodeTimeScale.xml
index 37f1ebee1d7..e95405d035e 100644
--- a/doc/classes/AnimationNodeTimeScale.xml
+++ b/doc/classes/AnimationNodeTimeScale.xml
@@ -7,7 +7,7 @@
Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation.
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
https://godotengine.org/asset-library/asset/125
diff --git a/doc/classes/AnimationNodeTimeSeek.xml b/doc/classes/AnimationNodeTimeSeek.xml
index 510d94b630f..e34df7a9b8e 100644
--- a/doc/classes/AnimationNodeTimeSeek.xml
+++ b/doc/classes/AnimationNodeTimeSeek.xml
@@ -18,7 +18,7 @@
[/codeblock]
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml
index c510e34dd14..71bdf0f6e55 100644
--- a/doc/classes/AnimationNodeTransition.xml
+++ b/doc/classes/AnimationNodeTransition.xml
@@ -7,7 +7,7 @@
Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified.
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
https://godotengine.org/asset-library/asset/125
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml
index 0b10fdd810c..d7d2181c03c 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -9,8 +9,8 @@
Updating the target properties of animations occurs at process time.
- https://docs.godotengine.org/en/3.3/tutorials/animation/index.html
- https://docs.godotengine.org/en/3.3/tutorials/2d/2d_sprite_animation.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/2d_sprite_animation.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index cb3defe7ab3..f31eea0e118 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -7,7 +7,7 @@
Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/AnimationTreePlayer.xml b/doc/classes/AnimationTreePlayer.xml
index d3a6e63f862..5fb451d576f 100644
--- a/doc/classes/AnimationTreePlayer.xml
+++ b/doc/classes/AnimationTreePlayer.xml
@@ -9,7 +9,7 @@
See [AnimationTree] for a more full-featured replacement of this node.
- https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index 02dc8187a1d..7372ddff132 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -7,7 +7,7 @@
2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus.
- https://docs.godotengine.org/en/3.3/tutorials/physics/using_area_2d.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/using_area_2d.html
https://godotengine.org/asset-library/asset/515
https://godotengine.org/asset-library/asset/121
https://godotengine.org/asset-library/asset/120
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index eb4e9be93f3..59f9fb8f3bc 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -26,7 +26,7 @@
[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
- https://docs.godotengine.org/en/3.3/tutorials/content/procedural_geometry/arraymesh.html
+ https://docs.godotengine.org/en/3.4/tutorials/content/procedural_geometry/arraymesh.html
diff --git a/doc/classes/AudioEffectDistortion.xml b/doc/classes/AudioEffectDistortion.xml
index d7e9865ba76..4360cb2d027 100644
--- a/doc/classes/AudioEffectDistortion.xml
+++ b/doc/classes/AudioEffectDistortion.xml
@@ -9,7 +9,7 @@
By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
- https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html
+ https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html
diff --git a/doc/classes/AudioEffectFilter.xml b/doc/classes/AudioEffectFilter.xml
index dfb66fd9ab3..d2652a046b3 100644
--- a/doc/classes/AudioEffectFilter.xml
+++ b/doc/classes/AudioEffectFilter.xml
@@ -7,7 +7,7 @@
Allows frequencies other than the [member cutoff_hz] to pass.
- https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html
+ https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html
diff --git a/doc/classes/AudioEffectHighShelfFilter.xml b/doc/classes/AudioEffectHighShelfFilter.xml
index 4d67360eb6f..35f2d4c7a2a 100644
--- a/doc/classes/AudioEffectHighShelfFilter.xml
+++ b/doc/classes/AudioEffectHighShelfFilter.xml
@@ -6,7 +6,7 @@
- https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html
+ https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html
diff --git a/doc/classes/AudioEffectLowShelfFilter.xml b/doc/classes/AudioEffectLowShelfFilter.xml
index d405b3ac441..97f2704ab72 100644
--- a/doc/classes/AudioEffectLowShelfFilter.xml
+++ b/doc/classes/AudioEffectLowShelfFilter.xml
@@ -6,7 +6,7 @@
- https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html
+ https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html
diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml
index 0c59fbcc8f7..c1d462e5c37 100644
--- a/doc/classes/AudioEffectRecord.xml
+++ b/doc/classes/AudioEffectRecord.xml
@@ -7,7 +7,7 @@
Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample.
- https://docs.godotengine.org/en/3.3/tutorials/audio/recording_with_microphone.html
+ https://docs.godotengine.org/en/3.4/tutorials/audio/recording_with_microphone.html
https://godotengine.org/asset-library/asset/527
diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml
index 5d1843afdc1..d202f986372 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/3.3/tutorials/audio/audio_buses.html
+ https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html
https://godotengine.org/asset-library/asset/525
https://godotengine.org/asset-library/asset/527
https://godotengine.org/asset-library/asset/528
diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml
index 0857aebeae2..c37defd8f56 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/3.3/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html
https://godotengine.org/asset-library/asset/526
https://godotengine.org/asset-library/asset/527
https://godotengine.org/asset-library/asset/528
diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml
index e51b3394750..84d2dcb6faa 100644
--- a/doc/classes/AudioStreamPlayer.xml
+++ b/doc/classes/AudioStreamPlayer.xml
@@ -8,7 +8,7 @@
To play audio positionally, use [AudioStreamPlayer2D] or [AudioStreamPlayer3D] instead of [AudioStreamPlayer].
- https://docs.godotengine.org/en/3.3/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html
https://godotengine.org/asset-library/asset/515
https://godotengine.org/asset-library/asset/525
https://godotengine.org/asset-library/asset/526
diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml
index 94fbda84385..f82e87717f5 100644
--- a/doc/classes/AudioStreamPlayer2D.xml
+++ b/doc/classes/AudioStreamPlayer2D.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
- https://docs.godotengine.org/en/3.3/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml
index f34b577f63f..2422912ecea 100644
--- a/doc/classes/AudioStreamPlayer3D.xml
+++ b/doc/classes/AudioStreamPlayer3D.xml
@@ -10,7 +10,7 @@
[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
- https://docs.godotengine.org/en/3.3/tutorials/audio/audio_streams.html
+ https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html
diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml
index ddb59da4aba..c206b517ef6 100644
--- a/doc/classes/BakedLightmap.xml
+++ b/doc/classes/BakedLightmap.xml
@@ -8,7 +8,7 @@
[b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.
- https://docs.godotengine.org/en/3.3/tutorials/3d/baked_lightmaps.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/baked_lightmaps.html
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index ad960fa6f00..21c8764802d 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -10,9 +10,9 @@
For more information, read the "Matrices and transforms" documentation article.
- https://docs.godotengine.org/en/3.3/tutorials/math/index.html
- https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html
- https://docs.godotengine.org/en/3.3/tutorials/3d/using_transforms.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms.html
https://godotengine.org/asset-library/asset/584
https://godotengine.org/asset-library/asset/125
https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml
index d106c532bfe..0e44007456f 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-fly and doesn't need to be configured by the user.
- https://docs.godotengine.org/en/3.3/tutorials/2d/particle_systems_2d.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/particle_systems_2d.html
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index 9875ac0be85..5c40e1c2a8c 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -12,8 +12,8 @@
[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
- https://docs.godotengine.org/en/3.3/tutorials/2d/2d_transforms.html
- https://docs.godotengine.org/en/3.3/tutorials/2d/custom_drawing_in_2d.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/custom_drawing_in_2d.html
https://godotengine.org/asset-library/asset/528
diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml
index d52b4b93834..86fc424e0ca 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 [CanvasLayer] 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 [CanvasLayer] 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/3.3/tutorials/2d/2d_transforms.html
- https://docs.godotengine.org/en/3.3/tutorials/2d/canvas_layers.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/canvas_layers.html
https://godotengine.org/asset-library/asset/515
diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml
index 6a6a5fd076a..fe6ccdf0445 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].
- https://docs.godotengine.org/en/3.3/tutorials/gui/bbcode_in_richtextlabel.html
+ https://docs.godotengine.org/en/3.4/tutorials/gui/bbcode_in_richtextlabel.html
https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project
diff --git a/doc/classes/ClippedCamera.xml b/doc/classes/ClippedCamera.xml
index c468bb1e4e8..789e5d4fcb8 100644
--- a/doc/classes/ClippedCamera.xml
+++ b/doc/classes/ClippedCamera.xml
@@ -75,7 +75,7 @@
If [code]true[/code], the camera stops on contact with [PhysicsBody]s.
- The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The camera's collision margin. The camera can't get closer than this distance to a colliding object.
diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape.xml
index 473249130fc..e100407714b 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/3.3/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html
https://godotengine.org/asset-library/asset/126
https://godotengine.org/asset-library/asset/125
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml
index c520247880b..c3c9929f6de 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/3.3/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html
https://godotengine.org/asset-library/asset/515
https://godotengine.org/asset-library/asset/121
https://godotengine.org/asset-library/asset/113
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 273cf9a5901..e85a8935ac8 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -14,9 +14,9 @@
[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use [method get_color], [method get_constant], [method get_font], [method get_icon], [method get_stylebox], and the [code]add_*_override[/code] methods provided by this class.
- https://docs.godotengine.org/en/3.3/tutorials/gui/index.html
- https://docs.godotengine.org/en/3.3/tutorials/2d/custom_drawing_in_2d.html
- https://docs.godotengine.org/en/3.3/tutorials/gui/control_node_gallery.html
+ https://docs.godotengine.org/en/3.4/tutorials/gui/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/custom_drawing_in_2d.html
+ https://docs.godotengine.org/en/3.4/tutorials/gui/control_node_gallery.html
https://github.com/godotengine/godot-demo-projects/tree/master/gui
@@ -782,7 +782,7 @@
The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value.
- [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/3.3/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
+ [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/3.4/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
[b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property.
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index 65be5ef87c4..a72fd9e32a8 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -84,7 +84,7 @@
[b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized.
- https://docs.godotengine.org/en/3.3/getting_started/scripting/gdscript/gdscript_basics.html#dictionary
+ https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/gdscript_basics.html#dictionary
https://godotengine.org/asset-library/asset/676
https://godotengine.org/asset-library/asset/677
diff --git a/doc/classes/DirectionalLight.xml b/doc/classes/DirectionalLight.xml
index 86c1e8325a5..aa3b7b0748a 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 to determine light direction.
- https://docs.godotengine.org/en/3.3/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/lights_and_shadows.html
diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml
index 4404b5527d4..34085139026 100644
--- a/doc/classes/Directory.xml
+++ b/doc/classes/Directory.xml
@@ -25,7 +25,7 @@
[/codeblock]
- https://docs.godotengine.org/en/3.3/getting_started/step_by_step/filesystem.html
+ https://docs.godotengine.org/en/3.4/getting_started/step_by_step/filesystem.html
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index f9be2959fa7..c8d2975b2ae 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -48,7 +48,7 @@
[/codeblock]
- https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/import_plugins.html
+ https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/import_plugins.html
diff --git a/doc/classes/EditorInspectorPlugin.xml b/doc/classes/EditorInspectorPlugin.xml
index 1cffde415b5..04f427148f1 100644
--- a/doc/classes/EditorInspectorPlugin.xml
+++ b/doc/classes/EditorInspectorPlugin.xml
@@ -13,7 +13,7 @@
On each of these calls, the "add" functions can be called.
- https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/inspector_plugins.html
+ https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/inspector_plugins.html
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 0c03d1171cc..59306fdd298 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. See also [EditorScript] to add functions to the editor.
- https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/index.html
diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml
index af8e858680a..da483d80cdc 100644
--- a/doc/classes/EditorScenePostImport.xml
+++ b/doc/classes/EditorScenePostImport.xml
@@ -26,7 +26,7 @@
[/codeblock]
- https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_scenes.html#custom-script
+ https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/importing_scenes.html#custom-script
diff --git a/doc/classes/EditorSpatialGizmoPlugin.xml b/doc/classes/EditorSpatialGizmoPlugin.xml
index 383d9ea0639..fa063e53014 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/3.3/tutorials/plugins/editor/spatial_gizmos.html
+ https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/spatial_gizmos.html
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index cb4b0200f17..b5b1393b08b 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -134,7 +134,7 @@
else:
simulate_physics()
[/codeblock]
- See [url=https://docs.godotengine.org/en/3.3/tutorials/misc/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
+ See [url=https://docs.godotengine.org/en/3.4/tutorials/misc/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project.
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index ecff68565f2..ffe1cb42888 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -12,8 +12,8 @@
These effects will only apply when the [Viewport]'s intended usage is "3D" or "3D Without Effects". This can be configured for the root Viewport with [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation], or for specific Viewports via the [member Viewport.usage] property.
- https://docs.godotengine.org/en/3.3/tutorials/3d/environment_and_post_processing.html
- https://docs.godotengine.org/en/3.3/tutorials/3d/high_dynamic_range.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/environment_and_post_processing.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/high_dynamic_range.html
https://godotengine.org/asset-library/asset/123
https://godotengine.org/asset-library/asset/110
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/File.xml b/doc/classes/File.xml
index 84bcad41c1f..7ecca2341f0 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -20,12 +20,12 @@
file.close()
return content
[/codeblock]
- In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/3.3/tutorials/io/data_paths.html]Data paths[/url] documentation.
+ In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/3.4/tutorials/io/data_paths.html]Data paths[/url] documentation.
[b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package.
[b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals.
- https://docs.godotengine.org/en/3.3/getting_started/step_by_step/filesystem.html
+ https://docs.godotengine.org/en/3.4/getting_started/step_by_step/filesystem.html
https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml
index 4422d19a158..d8acd533ed6 100644
--- a/doc/classes/GIProbe.xml
+++ b/doc/classes/GIProbe.xml
@@ -10,7 +10,7 @@
[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe].
- https://docs.godotengine.org/en/3.3/tutorials/3d/gi_probes.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/gi_probes.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml
index 2bde751273b..a0c0c35728f 100644
--- a/doc/classes/HTTPClient.xml
+++ b/doc/classes/HTTPClient.xml
@@ -13,8 +13,8 @@
[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period.
- https://docs.godotengine.org/en/3.3/tutorials/networking/http_client_class.html
- https://docs.godotengine.org/en/3.3/tutorials/networking/ssl_certificates.html
+ https://docs.godotengine.org/en/3.4/tutorials/networking/http_client_class.html
+ https://docs.godotengine.org/en/3.4/tutorials/networking/ssl_certificates.html
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index 04f410ac969..69c01c934fe 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -71,8 +71,8 @@
Any response with a "Content-Encoding: gzip" header will automatically be decompressed and delivered to you as a uncompressed bytes.
- https://docs.godotengine.org/en/3.3/tutorials/networking/http_request_class.html
- https://docs.godotengine.org/en/3.3/tutorials/networking/ssl_certificates.html
+ https://docs.godotengine.org/en/3.4/tutorials/networking/http_request_class.html
+ https://docs.godotengine.org/en/3.4/tutorials/networking/ssl_certificates.html
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index 86ad830ab64..e670cf91a34 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import.
- https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_images.html
+ https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/importing_images.html
@@ -258,7 +258,7 @@
- Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations.
+ Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations.
[b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the [code]user://[/code] directory, and may not work in exported projects.
See also [ImageTexture] description for usage examples.
diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml
index 4a5809d278d..4a6811f146e 100644
--- a/doc/classes/ImageTexture.xml
+++ b/doc/classes/ImageTexture.xml
@@ -28,7 +28,7 @@
[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations.
- https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_images.html
+ https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/importing_images.html
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index aa9e6dd1094..25371c6f0a4 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 [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or with the [InputMap] class.
- https://docs.godotengine.org/en/3.3/tutorials/inputs/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/inputs/index.html
https://godotengine.org/asset-library/asset/515
https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml
index 9ac21563403..794b0f518b0 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/3.3/tutorials/inputs/inputevent.html
- https://docs.godotengine.org/en/3.3/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html
https://godotengine.org/asset-library/asset/515
https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml
index 71205ba0220..9aae65004a2 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 types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b] menu. See [method Node._input].
- https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html#actions
+ https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html#actions
https://godotengine.org/asset-library/asset/515
https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml
index 3900cf4a013..c67d70e054a 100644
--- a/doc/classes/InputEventJoypadButton.xml
+++ b/doc/classes/InputEventJoypadButton.xml
@@ -7,7 +7,7 @@
Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion].
- https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml
index f4278e0b980..d2650bd2108 100644
--- a/doc/classes/InputEventJoypadMotion.xml
+++ b/doc/classes/InputEventJoypadMotion.xml
@@ -7,7 +7,7 @@
Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time.
- https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml
index 80eaeb4d896..e28ca17e2b0 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/3.3/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml
index a3811ed67d2..0c70fa2971a 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/3.3/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml
index b7008c83843..2cab1d03e7d 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/3.3/tutorials/inputs/mouse_and_input_coordinates.html
+ https://docs.godotengine.org/en/3.4/tutorials/inputs/mouse_and_input_coordinates.html
diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml
index 330c6eade9c..4b6abf382d0 100644
--- a/doc/classes/InputEventMouseMotion.xml
+++ b/doc/classes/InputEventMouseMotion.xml
@@ -8,7 +8,7 @@
[b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly.
- https://docs.godotengine.org/en/3.3/tutorials/inputs/mouse_and_input_coordinates.html
+ https://docs.godotengine.org/en/3.4/tutorials/inputs/mouse_and_input_coordinates.html
https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml
index 6d23a7fcdd9..c2dc440cffe 100644
--- a/doc/classes/InputEventScreenDrag.xml
+++ b/doc/classes/InputEventScreenDrag.xml
@@ -7,7 +7,7 @@
Contains screen drag information. See [method Node._input].
- https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml
index 0fe205e8493..e88371b9f88 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/3.3/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml
index 673c1dff090..97559ec5204 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/3.3/tutorials/inputs/inputevent.html
+ https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html
diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml
index 4b7431d601e..3be31e42b06 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 [b]Project > Project Settings > Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
- https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html#inputmap
+ https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html#inputmap
diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml
index 397901d73ef..06bbed7b8e3 100644
--- a/doc/classes/JavaScript.xml
+++ b/doc/classes/JavaScript.xml
@@ -5,10 +5,10 @@
The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
- [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/3.3/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
+ [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/3.4/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
- https://docs.godotengine.org/en/3.3/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script
+ https://docs.godotengine.org/en/3.4/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 abac8d93ace..6fa93ee0cfd 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -9,7 +9,7 @@
[b]Kinematic characters:[/b] 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 don't require advanced physics.
- https://docs.godotengine.org/en/3.3/tutorials/physics/kinematic_character_2d.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/kinematic_character_2d.html
https://godotengine.org/asset-library/asset/126
https://godotengine.org/asset-library/asset/125
https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 1720e166b9a..7f2e446432c 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -9,8 +9,8 @@
[b]Kinematic characters:[/b] KinematicBody2D 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 don't require advanced physics.
- https://docs.godotengine.org/en/3.3/tutorials/physics/kinematic_character_2d.html
- https://docs.godotengine.org/en/3.3/tutorials/physics/using_kinematic_body_2d.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/kinematic_character_2d.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/using_kinematic_body_2d.html
https://godotengine.org/asset-library/asset/113
https://godotengine.org/asset-library/asset/120
diff --git a/doc/classes/Light.xml b/doc/classes/Light.xml
index fc3183670ae..cf5103abebd 100644
--- a/doc/classes/Light.xml
+++ b/doc/classes/Light.xml
@@ -7,7 +7,7 @@
Light is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting.
- https://docs.godotengine.org/en/3.3/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/lights_and_shadows.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index edffac74e36..e868f97e152 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.
- https://docs.godotengine.org/en/3.3/tutorials/2d/2d_lights_and_shadows.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/2d_lights_and_shadows.html
diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml
index 991c1520bdb..40a9b9302c8 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.
- https://docs.godotengine.org/en/3.3/tutorials/2d/2d_lights_and_shadows.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/2d_lights_and_shadows.html
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index e4b67859394..876daee1608 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".
- https://docs.godotengine.org/en/3.3/tutorials/2d/2d_meshes.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/2d_meshes.html
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 0249f2b6ed6..a78304361b0 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.
- https://docs.godotengine.org/en/3.3/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
- https://docs.godotengine.org/en/3.3/tutorials/optimization/using_multimesh.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
+ https://docs.godotengine.org/en/3.4/tutorials/optimization/using_multimesh.html
diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance.xml
index e91953457f4..a769c0c7743 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).
- https://docs.godotengine.org/en/3.3/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
- https://docs.godotengine.org/en/3.3/tutorials/3d/using_multi_mesh_instance.html
- https://docs.godotengine.org/en/3.3/tutorials/optimization/using_multimesh.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/using_multi_mesh_instance.html
+ https://docs.godotengine.org/en/3.4/tutorials/optimization/using_multimesh.html
diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml
index 0a717f788f9..a8d1c8b885b 100644
--- a/doc/classes/Mutex.xml
+++ b/doc/classes/Mutex.xml
@@ -7,7 +7,7 @@
A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks.
- https://docs.godotengine.org/en/3.3/tutorials/threads/using_multiple_threads.html
+ https://docs.godotengine.org/en/3.4/tutorials/threads/using_multiple_threads.html
diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml
index 0606e824683..f856c9f980b 100644
--- a/doc/classes/NetworkedMultiplayerPeer.xml
+++ b/doc/classes/NetworkedMultiplayerPeer.xml
@@ -8,7 +8,7 @@
[b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
- https://docs.godotengine.org/en/3.3/tutorials/networking/high_level_multiplayer.html
+ https://docs.godotengine.org/en/3.4/tutorials/networking/high_level_multiplayer.html
https://godotengine.org/asset-library/asset/537
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 94f0f9f89b6..235a57449c2 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/3.3/getting_started/step_by_step/scenes_and_nodes.html
+ https://docs.godotengine.org/en/3.4/getting_started/step_by_step/scenes_and_nodes.html
https://github.com/godotengine/godot-demo-projects/
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index c1f6da0044d..a992fa81720 100644
--- a/doc/classes/Node2D.xml
+++ b/doc/classes/Node2D.xml
@@ -7,7 +7,7 @@
A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order.
- https://docs.godotengine.org/en/3.3/tutorials/2d/custom_drawing_in_2d.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/custom_drawing_in_2d.html
https://github.com/godotengine/godot-demo-projects/tree/master/2d
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index 7b025963e9e..f71083d7d1e 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -579,7 +579,7 @@
- Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=https://docs.godotengine.org/en/3.3/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details.
+ Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=https://docs.godotengine.org/en/3.4/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details.
[b]Note:[/b] Tag names are case-sensitive.
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index a59c92bff74..0722de5284d 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -21,8 +21,8 @@
[b]Note:[/b] Due to a bug, you can't create a "plain" Object using [code]Object.new()[/code]. Instead, use [code]ClassDB.instance("Object")[/code]. This bug only applies to Object itself, not any of its descendents like [Reference].
- https://docs.godotengine.org/en/3.3/getting_started/workflow/best_practices/node_alternatives.html
- https://docs.godotengine.org/en/3.3/getting_started/scripting/gdscript/gdscript_exports.html#advanced-exports
+ https://docs.godotengine.org/en/3.4/getting_started/workflow/best_practices/node_alternatives.html
+ https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/gdscript_exports.html#advanced-exports
diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml
index e49fa96c465..7e40494a776 100644
--- a/doc/classes/OmniLight.xml
+++ b/doc/classes/OmniLight.xml
@@ -8,7 +8,7 @@
[b]Note:[/b] By default, only 32 OmniLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase [member ProjectSettings.rendering/limits/rendering/max_lights_per_object] at the cost of shader compilation times.
- https://docs.godotengine.org/en/3.3/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/lights_and_shadows.html
diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml
index 034b4e48295..da104046b25 100644
--- a/doc/classes/Particles.xml
+++ b/doc/classes/Particles.xml
@@ -10,7 +10,7 @@
[b]Note:[/b] After working on a Particles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choose [b]Generate Visibility AABB[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle.
- https://docs.godotengine.org/en/3.3/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/Particles2D.xml b/doc/classes/Particles2D.xml
index 4257f17cf10..b0cb062cb94 100644
--- a/doc/classes/Particles2D.xml
+++ b/doc/classes/Particles2D.xml
@@ -11,7 +11,7 @@
[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the texture region defined in [AtlasTexture]s.
- https://docs.godotengine.org/en/3.3/tutorials/2d/particle_systems_2d.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/particle_systems_2d.html
https://godotengine.org/asset-library/asset/515
diff --git a/doc/classes/Physics2DDirectBodyState.xml b/doc/classes/Physics2DDirectBodyState.xml
index 01b36f4d772..1202f77e1e7 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/3.3/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html
diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/Physics2DDirectSpaceState.xml
index 6729c4a4132..5f64103f727 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/3.3/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html
diff --git a/doc/classes/Physics2DShapeQueryParameters.xml b/doc/classes/Physics2DShapeQueryParameters.xml
index 8d99cfcde8b..ed3a9eb9ae9 100644
--- a/doc/classes/Physics2DShapeQueryParameters.xml
+++ b/doc/classes/Physics2DShapeQueryParameters.xml
@@ -25,7 +25,7 @@
If [code]true[/code], the query will take [PhysicsBody2D]s into account.
- The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The list of objects or object [RID]s that will be excluded from collisions.
diff --git a/doc/classes/PhysicsBody.xml b/doc/classes/PhysicsBody.xml
index 92665e00d52..eccb06d3233 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/3.3/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index baa16824e8d..d97b9f130e4 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/3.3/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml
index 0dcb72f944f..903b4ef998b 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/3.3/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html
diff --git a/doc/classes/PhysicsShapeQueryParameters.xml b/doc/classes/PhysicsShapeQueryParameters.xml
index 7a3e87d9fb8..f5bbeac0301 100644
--- a/doc/classes/PhysicsShapeQueryParameters.xml
+++ b/doc/classes/PhysicsShapeQueryParameters.xml
@@ -25,7 +25,7 @@
If [code]true[/code], the query will take [PhysicsBody]s into account.
- The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The list of objects or object [RID]s that will be excluded from collisions.
diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml
index 3fabecccc56..2bc6af70a3e 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/3.3/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/index.html
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 3e7d1be277f..f696e4150d5 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -67,7 +67,7 @@
- Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=https://docs.godotengine.org/en/3.3/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path].
+ Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=https://docs.godotengine.org/en/3.4/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path].
[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project:
[codeblock]
var path = ""
@@ -198,7 +198,7 @@
The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup.
- [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/3.3/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information.
+ [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/3.4/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information.
Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information.
@@ -462,7 +462,7 @@
Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
- Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/3.3/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
+ Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/3.4/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml
index 7bdf206afaa..780cc64ae3d 100644
--- a/doc/classes/Quat.xml
+++ b/doc/classes/Quat.xml
@@ -9,7 +9,7 @@
Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors.
- https://docs.godotengine.org/en/3.3/tutorials/3d/using_transforms.html#interpolating-with-quaternions
+ https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms.html#interpolating-with-quaternions
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml
index 371ee89a401..5184e71e1b6 100644
--- a/doc/classes/RandomNumberGenerator.xml
+++ b/doc/classes/RandomNumberGenerator.xml
@@ -16,7 +16,7 @@
[b]Note:[/b] The default values of [member seed] and [member state] properties are pseudo-random, and changes when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed.
- https://docs.godotengine.org/en/3.3/tutorials/math/random_number_generation.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/random_number_generation.html
diff --git a/doc/classes/RayCast.xml b/doc/classes/RayCast.xml
index ff77b52c9e4..d45961f2abd 100644
--- a/doc/classes/RayCast.xml
+++ b/doc/classes/RayCast.xml
@@ -11,7 +11,7 @@
RayCast calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast.
- https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html
https://godotengine.org/asset-library/asset/676
@@ -117,7 +117,7 @@
If [code]true[/code], collision with [PhysicsBody]s will be reported.
- The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast] is colliding with something.
diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml
index 6cc67853d3e..f002af4430e 100644
--- a/doc/classes/RayCast2D.xml
+++ b/doc/classes/RayCast2D.xml
@@ -11,7 +11,7 @@
RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast.
- https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html
@@ -113,7 +113,7 @@
If [code]true[/code], collision with [PhysicsBody2D]s will be reported.
- The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
If [code]true[/code], collisions will be reported.
diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml
index 002fca695d4..8df86bc0dd4 100644
--- a/doc/classes/Rect2.xml
+++ b/doc/classes/Rect2.xml
@@ -9,9 +9,9 @@
The 3D counterpart to [Rect2] is [AABB].
- https://docs.godotengine.org/en/3.3/tutorials/math/index.html
- https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html
- https://docs.godotengine.org/en/3.3/tutorials/math/vectors_advanced.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html
diff --git a/doc/classes/Reference.xml b/doc/classes/Reference.xml
index 24a84377587..01eefb3675e 100644
--- a/doc/classes/Reference.xml
+++ b/doc/classes/Reference.xml
@@ -10,7 +10,7 @@
[b]Note:[/b] In C#, references will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free references that are no longer in use. This means that unused references will linger on for a while before being removed.
- https://docs.godotengine.org/en/3.3/getting_started/workflow/best_practices/node_alternatives.html
+ https://docs.godotengine.org/en/3.4/getting_started/workflow/best_practices/node_alternatives.html
diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index a5984e6bf57..e60bca75939 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -9,7 +9,7 @@
Note: By default Godot will only render 16 reflection probes. If you need more, increase the number of atlas subdivisions. This setting can be found in [member ProjectSettings.rendering/quality/reflections/atlas_subdiv].
- https://docs.godotengine.org/en/3.3/tutorials/3d/reflection_probes.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/reflection_probes.html
diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml
index 5dae7095e5d..99b91e4db14 100644
--- a/doc/classes/Resource.xml
+++ b/doc/classes/Resource.xml
@@ -8,8 +8,8 @@
[b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed.
- https://docs.godotengine.org/en/3.3/getting_started/step_by_step/resources.html
- https://docs.godotengine.org/en/3.3/getting_started/workflow/best_practices/node_alternatives.html
+ https://docs.godotengine.org/en/3.4/getting_started/step_by_step/resources.html
+ https://docs.godotengine.org/en/3.4/getting_started/workflow/best_practices/node_alternatives.html
diff --git a/doc/classes/ResourceImporter.xml b/doc/classes/ResourceImporter.xml
index c7fd8118813..98f933bfc1f 100644
--- a/doc/classes/ResourceImporter.xml
+++ b/doc/classes/ResourceImporter.xml
@@ -7,7 +7,7 @@
This is the base class for the resource importers implemented in core. To implement your own resource importers using editor plugins, see [EditorImportPlugin].
- https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/import_plugins.html
+ https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/import_plugins.html
diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml
index 44a307b04d4..41f07363605 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.
- https://docs.godotengine.org/en/3.3/tutorials/gui/bbcode_in_richtextlabel.html
+ https://docs.godotengine.org/en/3.4/tutorials/gui/bbcode_in_richtextlabel.html
https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index 81393ee514d..5c8dcb9345f 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -10,7 +10,7 @@
[b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property.
- https://docs.godotengine.org/en/3.3/tutorials/gui/bbcode_in_richtextlabel.html
+ https://docs.godotengine.org/en/3.4/tutorials/gui/bbcode_in_richtextlabel.html
https://godotengine.org/asset-library/asset/132
https://godotengine.org/asset-library/asset/677
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index c655087ecb6..a518b21ee2f 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -11,7 +11,7 @@
With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape] centers.
- https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html
https://godotengine.org/asset-library/asset/524
https://godotengine.org/asset-library/asset/675
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 0819628e21a..722e564d334 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -9,8 +9,8 @@
[SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop.
- https://docs.godotengine.org/en/3.3/getting_started/step_by_step/scene_tree.html
- https://docs.godotengine.org/en/3.3/tutorials/viewports/multiple_resolutions.html
+ https://docs.godotengine.org/en/3.4/getting_started/step_by_step/scene_tree.html
+ https://docs.godotengine.org/en/3.4/tutorials/viewports/multiple_resolutions.html
diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml
index dab7a62491c..5ae561edc4f 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/3.3/getting_started/step_by_step/scripting.html
+ https://docs.godotengine.org/en/3.4/getting_started/step_by_step/scripting.html
diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml
index 821f0e735aa..221cd28fee3 100644
--- a/doc/classes/Semaphore.xml
+++ b/doc/classes/Semaphore.xml
@@ -7,7 +7,7 @@
A synchronization semaphore which can be used to synchronize multiple [Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. For a binary version, see [Mutex].
- https://docs.godotengine.org/en/3.3/tutorials/threads/using_multiple_threads.html
+ https://docs.godotengine.org/en/3.4/tutorials/threads/using_multiple_threads.html
diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml
index 413160f8c09..6aaef916e43 100644
--- a/doc/classes/Shader.xml
+++ b/doc/classes/Shader.xml
@@ -7,8 +7,8 @@
This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
- https://docs.godotengine.org/en/3.3/tutorials/shading/index.html
- https://docs.godotengine.org/en/3.3/tutorials/shading/your_first_shader/what_are_shaders.html
+ https://docs.godotengine.org/en/3.4/tutorials/shading/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/shading/your_first_shader/what_are_shaders.html
diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml
index 812609f7665..0541381c582 100644
--- a/doc/classes/ShaderMaterial.xml
+++ b/doc/classes/ShaderMaterial.xml
@@ -8,7 +8,7 @@
[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe].
- https://docs.godotengine.org/en/3.3/tutorials/shading/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/shading/index.html
diff --git a/doc/classes/Shape.xml b/doc/classes/Shape.xml
index 5af284589c2..c1cceb11ac5 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/3.3/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml
index e2ccefee7ad..628e4751145 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/3.3/tutorials/physics/physics_introduction.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml
index 7bb50c2b25f..546e2d1cbd1 100644
--- a/doc/classes/Skeleton2D.xml
+++ b/doc/classes/Skeleton2D.xml
@@ -7,7 +7,7 @@
Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones.
- https://docs.godotengine.org/en/3.3/tutorials/animation/2d_skeletons.html
+ https://docs.godotengine.org/en/3.4/tutorials/animation/2d_skeletons.html
diff --git a/doc/classes/SoftBody.xml b/doc/classes/SoftBody.xml
index 59b338dd827..b840a022a33 100644
--- a/doc/classes/SoftBody.xml
+++ b/doc/classes/SoftBody.xml
@@ -7,7 +7,7 @@
A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
- https://docs.godotengine.org/en/3.3/tutorials/physics/soft_body.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/soft_body.html
@@ -67,10 +67,10 @@
The physics layers this SoftBody is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The physics layers this SoftBody scans for collisions. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layers this SoftBody scans for collisions. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
diff --git a/doc/classes/Spatial.xml b/doc/classes/Spatial.xml
index 1bab5f393fd..5019a08a9e2 100644
--- a/doc/classes/Spatial.xml
+++ b/doc/classes/Spatial.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
- https://docs.godotengine.org/en/3.3/tutorials/3d/introduction_to_3d.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/introduction_to_3d.html
https://github.com/godotengine/godot-demo-projects/tree/master/3d
diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml
index adf0d025f1f..aace5d7542a 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/3.3/tutorials/3d/spatial_material.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/spatial_material.html
diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml
index be79800604d..cd2fc5f92a1 100644
--- a/doc/classes/SpotLight.xml
+++ b/doc/classes/SpotLight.xml
@@ -8,7 +8,7 @@
[b]Note:[/b] By default, only 32 SpotLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase [member ProjectSettings.rendering/limits/rendering/max_lights_per_object] at the cost of shader compilation times.
- https://docs.godotengine.org/en/3.3/tutorials/3d/lights_and_shadows.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/lights_and_shadows.html
https://godotengine.org/asset-library/asset/678
diff --git a/doc/classes/SpringArm.xml b/doc/classes/SpringArm.xml
index 0eb88b9f267..998e56142a2 100644
--- a/doc/classes/SpringArm.xml
+++ b/doc/classes/SpringArm.xml
@@ -41,7 +41,7 @@
- The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
When the collision check is made, a candidate length for the SpringArm is given.
diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml
index 11bac1de464..d8948753d45 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 an SSL server or accept a single SSL client connection.
- https://docs.godotengine.org/en/3.3/tutorials/networking/ssl_certificates.html
+ https://docs.godotengine.org/en/3.4/tutorials/networking/ssl_certificates.html
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index fb7e8b23a2c..8a4ac7da2c5 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -7,7 +7,7 @@
This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference-counted and use a copy-on-write approach, so passing them around is cheap in resources.
- https://docs.godotengine.org/en/3.3/getting_started/scripting/gdscript/gdscript_format_string.html
+ https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/gdscript_format_string.html
diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml
index 9301c1cba7a..2a90deb74e5 100644
--- a/doc/classes/Theme.xml
+++ b/doc/classes/Theme.xml
@@ -8,7 +8,7 @@
Theme resources can alternatively be loaded by writing them in a [code].theme[/code] file, see the documentation for more information.
- https://docs.godotengine.org/en/3.3/tutorials/gui/gui_skinning.html
+ https://docs.godotengine.org/en/3.4/tutorials/gui/gui_skinning.html
diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml
index 0cd2890f826..55771704107 100644
--- a/doc/classes/Thread.xml
+++ b/doc/classes/Thread.xml
@@ -8,8 +8,8 @@
[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. This is a current limitation of the GDScript debugger.
- https://docs.godotengine.org/en/3.3/tutorials/threads/using_multiple_threads.html
- https://docs.godotengine.org/en/3.3/tutorials/threads/thread_safe_apis.html
+ https://docs.godotengine.org/en/3.4/tutorials/threads/using_multiple_threads.html
+ https://docs.godotengine.org/en/3.4/tutorials/threads/thread_safe_apis.html
https://godotengine.org/asset-library/asset/676
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 8b4f3fa8f33..dedeb9f9cc6 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -8,7 +8,7 @@
When doing physics queries against the tilemap, the cell coordinates are encoded as [code]metadata[/code] for each detected collision shape returned by methods such as [method Physics2DDirectSpaceState.intersect_shape], [method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc.
- https://docs.godotengine.org/en/3.3/tutorials/2d/using_tilemaps.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/using_tilemaps.html
https://godotengine.org/asset-library/asset/120
https://godotengine.org/asset-library/asset/112
https://godotengine.org/asset-library/asset/111
@@ -246,10 +246,10 @@
Friction value for static body collisions (see [code]collision_use_kinematic[/code]).
- The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body.
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index 0eec985209b..98fb1b1d17c 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -8,7 +8,7 @@
Tiles are referenced by a unique integer ID.
- https://docs.godotengine.org/en/3.3/tutorials/2d/using_tilemaps.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/using_tilemaps.html
https://godotengine.org/asset-library/asset/120
https://godotengine.org/asset-library/asset/112
https://godotengine.org/asset-library/asset/111
diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml
index eb937372e1a..1a86190d1a6 100644
--- a/doc/classes/Transform.xml
+++ b/doc/classes/Transform.xml
@@ -8,9 +8,9 @@
For more information, read the "Matrices and transforms" documentation article.
- https://docs.godotengine.org/en/3.3/tutorials/math/index.html
- https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html
- https://docs.godotengine.org/en/3.3/tutorials/3d/using_transforms.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms.html
https://godotengine.org/asset-library/asset/584
https://godotengine.org/asset-library/asset/125
https://godotengine.org/asset-library/asset/583
diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml
index ba731c39036..603d9bfdb6b 100644
--- a/doc/classes/Transform2D.xml
+++ b/doc/classes/Transform2D.xml
@@ -8,8 +8,8 @@
For more information, read the "Matrices and transforms" documentation article.
- https://docs.godotengine.org/en/3.3/tutorials/math/index.html
- https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms.html
https://godotengine.org/asset-library/asset/584
https://godotengine.org/asset-library/asset/583
diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml
index ede058b09fe..5a7dac9cccf 100644
--- a/doc/classes/Translation.xml
+++ b/doc/classes/Translation.xml
@@ -7,8 +7,8 @@
Translations are resources that can be loaded and unloaded on demand. They map a string to another string.
- https://docs.godotengine.org/en/3.3/tutorials/i18n/internationalizing_games.html
- https://docs.godotengine.org/en/3.3/tutorials/i18n/locales.html
+ https://docs.godotengine.org/en/3.4/tutorials/i18n/internationalizing_games.html
+ https://docs.godotengine.org/en/3.4/tutorials/i18n/locales.html
diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml
index 1c803a49271..9a4fe66a4f7 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/3.3/tutorials/i18n/internationalizing_games.html
- https://docs.godotengine.org/en/3.3/tutorials/i18n/locales.html
+ https://docs.godotengine.org/en/3.4/tutorials/i18n/internationalizing_games.html
+ https://docs.godotengine.org/en/3.4/tutorials/i18n/locales.html
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml
index 435726908b7..7ebf25c446e 100644
--- a/doc/classes/Variant.xml
+++ b/doc/classes/Variant.xml
@@ -50,7 +50,7 @@
Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired.
- https://docs.godotengine.org/en/3.3/development/cpp/variant_class.html
+ https://docs.godotengine.org/en/3.4/development/cpp/variant_class.html
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 3637abd3759..e3f58af9f4f 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -8,9 +8,9 @@
[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code].
- https://docs.godotengine.org/en/3.3/tutorials/math/index.html
- https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html
- https://docs.godotengine.org/en/3.3/tutorials/math/vectors_advanced.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html
https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab
https://godotengine.org/asset-library/asset/584
https://github.com/godotengine/godot-demo-projects/tree/master/2d
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index 0f489ec89b0..b2bb03e20c3 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -8,9 +8,9 @@
[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code].
- https://docs.godotengine.org/en/3.3/tutorials/math/index.html
- https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html
- https://docs.godotengine.org/en/3.3/tutorials/math/vectors_advanced.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html
+ https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html
https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab
https://godotengine.org/asset-library/asset/584
https://github.com/godotengine/godot-demo-projects/tree/master/3d
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 84b058f909c..bac34471c19 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/3.3/tutorials/2d/2d_transforms.html
- https://docs.godotengine.org/en/3.3/tutorials/viewports/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html
+ https://docs.godotengine.org/en/3.4/tutorials/viewports/index.html
https://godotengine.org/asset-library/asset/127
https://godotengine.org/asset-library/asset/128
https://godotengine.org/asset-library/asset/129
diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml
index ee1d4f9729b..ae7308c860b 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.
- https://docs.godotengine.org/en/3.3/tutorials/optimization/using_servers.html
+ https://docs.godotengine.org/en/3.4/tutorials/optimization/using_servers.html
diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml
index 07b1d156eef..63d8cb143ee 100644
--- a/doc/classes/VisualShaderNode.xml
+++ b/doc/classes/VisualShaderNode.xml
@@ -7,7 +7,7 @@
Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node has also connection ports that allow to connect it to another nodes and control the flow of the shader.
- https://docs.godotengine.org/en/3.3/tutorials/shading/visual_shaders.html
+ https://docs.godotengine.org/en/3.4/tutorials/shading/visual_shaders.html
diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml
index b26f119e108..96ba5d580aa 100644
--- a/doc/classes/VisualShaderNodeCustom.xml
+++ b/doc/classes/VisualShaderNodeCustom.xml
@@ -13,7 +13,7 @@
[/codeblock]
- https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/visual_shader_plugins.html
+ https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/visual_shader_plugins.html
diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml
index f89bfe413ea..96cb9121de4 100644
--- a/doc/classes/VisualShaderNodeInput.xml
+++ b/doc/classes/VisualShaderNodeInput.xml
@@ -6,7 +6,7 @@
Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link).
- https://docs.godotengine.org/en/3.3/tutorials/shading/shading_reference/index.html
+ https://docs.godotengine.org/en/3.4/tutorials/shading/shading_reference/index.html
diff --git a/doc/classes/World.xml b/doc/classes/World.xml
index 7882fc1f668..680b76fc1f3 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/3.3/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html
diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml
index af15752f564..8d0dd9aeb71 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/3.3/tutorials/physics/ray-casting.html
+ https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html
diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml
index 09c2374a375..f040ed02404 100644
--- a/doc/classes/WorldEnvironment.xml
+++ b/doc/classes/WorldEnvironment.xml
@@ -9,7 +9,7 @@
The [WorldEnvironment] 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/3.3/tutorials/3d/environment_and_post_processing.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/environment_and_post_processing.html
https://godotengine.org/asset-library/asset/123
https://godotengine.org/asset-library/asset/110
https://godotengine.org/asset-library/asset/678
diff --git a/editor/plugins/shader_editor_plugin.cpp b/editor/plugins/shader_editor_plugin.cpp
index c0c257237f0..fc908814d3c 100644
--- a/editor/plugins/shader_editor_plugin.cpp
+++ b/editor/plugins/shader_editor_plugin.cpp
@@ -337,7 +337,7 @@ void ShaderEditor::_menu_option(int p_option) {
shader_editor->remove_all_bookmarks();
} break;
case HELP_DOCS: {
- OS::get_singleton()->shell_open("https://docs.godotengine.org/en/3.3/tutorials/shading/shading_reference/index.html");
+ OS::get_singleton()->shell_open("https://docs.godotengine.org/en/3.4/tutorials/shading/shading_reference/index.html");
} break;
}
if (p_option != SEARCH_FIND && p_option != SEARCH_REPLACE && p_option != SEARCH_GOTO_LINE) {
diff --git a/misc/dist/html/editor.html b/misc/dist/html/editor.html
index 8b7c78176ee..aabfcb3b5f2 100644
--- a/misc/dist/html/editor.html
+++ b/misc/dist/html/editor.html
@@ -292,7 +292,7 @@
diff --git a/modules/csg/doc_classes/CSGShape.xml b/modules/csg/doc_classes/CSGShape.xml
index e89bf70dc90..7bc0391173a 100644
--- a/modules/csg/doc_classes/CSGShape.xml
+++ b/modules/csg/doc_classes/CSGShape.xml
@@ -59,10 +59,10 @@
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The physics layers this CSG shape scans for collisions. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layers this CSG shape scans for collisions. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent.
diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
index ac368c62550..5cafd3b2242 100644
--- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to make your server accessible on the public Internet, you only need to forward the server port in UDP. You can use the [UPNP] class to try to forward the server port automatically when starting the server.
- https://docs.godotengine.org/en/3.3/tutorials/networking/high_level_multiplayer.html
+ https://docs.godotengine.org/en/3.4/tutorials/networking/high_level_multiplayer.html
http://enet.bespin.org/usergroup0.html
diff --git a/modules/gdnative/doc_classes/GDNativeLibrary.xml b/modules/gdnative/doc_classes/GDNativeLibrary.xml
index 4f2d36c2145..db7bd678536 100644
--- a/modules/gdnative/doc_classes/GDNativeLibrary.xml
+++ b/modules/gdnative/doc_classes/GDNativeLibrary.xml
@@ -7,8 +7,8 @@
A GDNative library can implement [NativeScript]s, global functions to call with the [GDNative] class, or low-level engine extensions through interfaces such as [ARVRInterfaceGDNative]. The library must be compiled for each platform and architecture that the project will run on.
- https://docs.godotengine.org/en/3.3/tutorials/plugins/gdnative/gdnative-c-example.html
- https://docs.godotengine.org/en/3.3/tutorials/plugins/gdnative/gdnative-cpp-example.html
+ https://docs.godotengine.org/en/3.4/tutorials/plugins/gdnative/gdnative-c-example.html
+ https://docs.godotengine.org/en/3.4/tutorials/plugins/gdnative/gdnative-cpp-example.html
diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml
index 6ed111f12a9..917ea92eea5 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/3.3/getting_started/scripting/gdscript/index.html
+ https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/index.html
diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml
index e5b66d1c05b..3d31c1be7f3 100644
--- a/modules/gridmap/doc_classes/GridMap.xml
+++ b/modules/gridmap/doc_classes/GridMap.xml
@@ -11,7 +11,7 @@
[b]Note:[/b] GridMap doesn't extend [VisualInstance] and therefore can't be hidden or cull masked based on [member VisualInstance.layers]. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question.
- https://docs.godotengine.org/en/3.3/tutorials/3d/using_gridmaps.html
+ https://docs.godotengine.org/en/3.4/tutorials/3d/using_gridmaps.html
https://godotengine.org/asset-library/asset/125
https://godotengine.org/asset-library/asset/126
@@ -178,7 +178,7 @@
GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them.
- The physics layers this GridMap detects collisions in. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layers this GridMap detects collisions in. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The assigned [MeshLibrary].
diff --git a/modules/mono/doc_classes/CSharpScript.xml b/modules/mono/doc_classes/CSharpScript.xml
index 3a242bcfc94..45a6879db7f 100644
--- a/modules/mono/doc_classes/CSharpScript.xml
+++ b/modules/mono/doc_classes/CSharpScript.xml
@@ -8,7 +8,7 @@
See also [GodotSharp].
- https://docs.godotengine.org/en/3.3/getting_started/scripting/c_sharp/index.html
+ https://docs.godotengine.org/en/3.4/getting_started/scripting/c_sharp/index.html
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
index ad914415101..f3b0ced10b1 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
@@ -20,7 +20,7 @@ namespace Godot
/// orthogonal to each other, but are not necessarily normalized (due to scaling).
///
/// For more information, read this documentation article:
- /// https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html
+ /// https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms.html
///
[Serializable]
[StructLayout(LayoutKind.Sequential)]
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs
index da7346bef5b..e8eef0f9ac5 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs
@@ -15,7 +15,7 @@ namespace Godot
/// for the origin (last column).
///
/// For more information, read this documentation article:
- /// https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html
+ /// https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms.html
///
[Serializable]
[StructLayout(LayoutKind.Sequential)]
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
index 02aac615f2d..c850ec39b21 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
@@ -14,7 +14,7 @@ namespace Godot
/// It consists of a three values: x, y, and the origin.
///
/// For more information, read this documentation article:
- /// https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html
+ /// https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms.html
///
[Serializable]
[StructLayout(LayoutKind.Sequential)]
diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml
index bbf1e9ece0a..33c573ff77d 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/3.3/getting_started/scripting/visual_script/index.html
+ https://docs.godotengine.org/en/3.4/getting_started/scripting/visual_script/index.html