From 86c9343349589d1f73046c1989e12b07f0e6f2e6 Mon Sep 17 00:00:00 2001 From: Relintai Date: Tue, 29 Aug 2023 22:33:15 +0200 Subject: [PATCH] Updated the links in the docs. --- doc/classes/AABB.xml | 6 +++--- doc/classes/AnimatedSprite.xml | 2 +- doc/classes/AnimatedSprite3D.xml | 2 +- doc/classes/Animation.xml | 2 +- doc/classes/AnimationNode.xml | 2 +- doc/classes/AnimationNodeAdd2.xml | 2 +- doc/classes/AnimationNodeAdd3.xml | 2 +- doc/classes/AnimationNodeAnimation.xml | 2 +- doc/classes/AnimationNodeBlend2.xml | 2 +- doc/classes/AnimationNodeBlend3.xml | 2 +- doc/classes/AnimationNodeBlendSpace1D.xml | 2 +- doc/classes/AnimationNodeBlendSpace2D.xml | 2 +- doc/classes/AnimationNodeBlendTree.xml | 2 +- doc/classes/AnimationNodeOneShot.xml | 2 +- doc/classes/AnimationNodeOutput.xml | 2 +- doc/classes/AnimationNodeStateMachine.xml | 2 +- doc/classes/AnimationNodeStateMachinePlayback.xml | 2 +- doc/classes/AnimationNodeStateMachineTransition.xml | 2 +- doc/classes/AnimationNodeTimeScale.xml | 2 +- doc/classes/AnimationNodeTimeSeek.xml | 2 +- doc/classes/AnimationNodeTransition.xml | 2 +- doc/classes/AnimationPlayer.xml | 4 ++-- doc/classes/AnimationTree.xml | 2 +- doc/classes/Area2D.xml | 2 +- doc/classes/ArrayMesh.xml | 2 +- doc/classes/AspectRatioContainer.xml | 2 +- doc/classes/AudioEffectCapture.xml | 4 ++-- doc/classes/AudioEffectDistortion.xml | 2 +- doc/classes/AudioEffectFilter.xml | 2 +- doc/classes/AudioEffectHighShelfFilter.xml | 2 +- doc/classes/AudioEffectLowShelfFilter.xml | 2 +- doc/classes/AudioEffectRecord.xml | 2 +- doc/classes/AudioServer.xml | 2 +- doc/classes/AudioStream.xml | 2 +- doc/classes/AudioStreamMicrophone.xml | 2 +- doc/classes/AudioStreamPlayer.xml | 2 +- doc/classes/AudioStreamPlayer2D.xml | 2 +- doc/classes/AudioStreamPlayer3D.xml | 2 +- doc/classes/Basis.xml | 6 +++--- doc/classes/BoxContainer.xml | 2 +- doc/classes/CPUParticles2D.xml | 2 +- doc/classes/CanvasItem.xml | 4 ++-- doc/classes/CanvasLayer.xml | 4 ++-- doc/classes/CenterContainer.xml | 2 +- doc/classes/CharFXTransform.xml | 2 +- doc/classes/CollisionShape.xml | 2 +- doc/classes/CollisionShape2D.xml | 2 +- doc/classes/Container.xml | 2 +- doc/classes/Control.xml | 8 ++++---- doc/classes/DirectionalLight.xml | 2 +- doc/classes/Directory.xml | 2 +- doc/classes/EditorImportPlugin.xml | 2 +- doc/classes/EditorInspectorPlugin.xml | 2 +- doc/classes/EditorPlugin.xml | 2 +- doc/classes/EditorSpatialGizmoPlugin.xml | 2 +- doc/classes/Environment3D.xml | 4 ++-- doc/classes/File.xml | 2 +- doc/classes/GridContainer.xml | 2 +- doc/classes/HBoxContainer.xml | 2 +- doc/classes/HSplitContainer.xml | 2 +- doc/classes/HTTPClient.xml | 4 ++-- doc/classes/HTTPRequest.xml | 4 ++-- doc/classes/Image.xml | 2 +- doc/classes/ImageTexture.xml | 2 +- doc/classes/Input.xml | 2 +- doc/classes/InputEvent.xml | 4 ++-- doc/classes/InputEventJoypadButton.xml | 2 +- doc/classes/InputEventJoypadMotion.xml | 2 +- doc/classes/InputEventKey.xml | 2 +- doc/classes/InputEventMouse.xml | 2 +- doc/classes/InputEventMouseButton.xml | 2 +- doc/classes/InputEventMouseMotion.xml | 2 +- doc/classes/InputEventScreenDrag.xml | 2 +- doc/classes/InputEventScreenTouch.xml | 2 +- doc/classes/InputEventWithModifiers.xml | 2 +- doc/classes/JNISingleton.xml | 2 +- doc/classes/KinematicBody.xml | 2 +- doc/classes/KinematicBody2D.xml | 4 ++-- doc/classes/Light.xml | 2 +- doc/classes/Light2D.xml | 2 +- doc/classes/LightOccluder2D.xml | 2 +- doc/classes/MarginContainer.xml | 2 +- doc/classes/MeshInstance2D.xml | 2 +- doc/classes/MultiMesh.xml | 4 ++-- doc/classes/MultiMeshInstance.xml | 6 +++--- doc/classes/Mutex.xml | 2 +- doc/classes/NavigationLink2D.xml | 2 +- doc/classes/NavigationLink3D.xml | 2 +- doc/classes/NavigationMeshGenerator.xml | 2 +- doc/classes/NavigationPathQueryParameters2D.xml | 2 +- doc/classes/NavigationPathQueryParameters3D.xml | 2 +- doc/classes/NavigationPathQueryResult2D.xml | 2 +- doc/classes/NavigationPathQueryResult3D.xml | 2 +- doc/classes/NetworkedMultiplayerPeer.xml | 2 +- doc/classes/Node.xml | 4 ++-- doc/classes/Node2D.xml | 4 ++-- doc/classes/Object.xml | 2 +- doc/classes/OmniLight.xml | 2 +- doc/classes/PanelContainer.xml | 2 +- doc/classes/Physics2DDirectBodyState.xml | 4 ++-- doc/classes/Physics2DDirectSpaceState.xml | 4 ++-- doc/classes/PhysicsBody.xml | 2 +- doc/classes/PhysicsBody2D.xml | 2 +- doc/classes/PhysicsDirectBodyState.xml | 4 ++-- doc/classes/PhysicsDirectSpaceState.xml | 4 ++-- doc/classes/Plane.xml | 2 +- doc/classes/RandomNumberGenerator.xml | 2 +- doc/classes/RayCast.xml | 2 +- doc/classes/RayCast2D.xml | 2 +- doc/classes/Rect2.xml | 6 +++--- doc/classes/Reference.xml | 2 +- doc/classes/ReflectionProbe.xml | 2 +- doc/classes/RenderingServer.xml | 2 +- doc/classes/Resource.xml | 4 ++-- doc/classes/ResourceImporter.xml | 2 +- doc/classes/RichTextEffect.xml | 2 +- doc/classes/RichTextLabel.xml | 2 +- doc/classes/RigidBody.xml | 2 +- doc/classes/SceneTree.xml | 4 ++-- doc/classes/Script.xml | 2 +- doc/classes/ScrollContainer.xml | 2 +- doc/classes/Semaphore.xml | 2 +- doc/classes/Shader.xml | 4 ++-- doc/classes/ShaderMaterial.xml | 2 +- doc/classes/Shape.xml | 2 +- doc/classes/Shape2D.xml | 2 +- doc/classes/SoftBody.xml | 2 +- doc/classes/Spatial.xml | 4 ++-- doc/classes/SpatialMaterial.xml | 2 +- doc/classes/SplitContainer.xml | 2 +- doc/classes/SpotLight.xml | 2 +- doc/classes/StreamPeerSSL.xml | 2 +- doc/classes/String.xml | 2 +- doc/classes/TabContainer.xml | 2 +- doc/classes/Theme.xml | 2 +- doc/classes/Thread.xml | 4 ++-- doc/classes/Transform.xml | 6 +++--- doc/classes/Transform2D.xml | 4 ++-- doc/classes/Translation.xml | 4 ++-- doc/classes/TranslationServer.xml | 4 ++-- doc/classes/VBoxContainer.xml | 2 +- doc/classes/VSplitContainer.xml | 2 +- doc/classes/Variant.xml | 2 +- doc/classes/Vector2.xml | 8 ++++---- doc/classes/Vector3.xml | 8 ++++---- doc/classes/Viewport.xml | 4 ++-- doc/classes/World2D.xml | 2 +- doc/classes/World3D.xml | 2 +- doc/classes/WorldEnvironment3D.xml | 2 +- modules/cscript/doc_classes/CScript.xml | 2 +- modules/csg/doc_classes/CSGBox.xml | 2 +- modules/csg/doc_classes/CSGCombiner.xml | 2 +- modules/csg/doc_classes/CSGCylinder.xml | 2 +- modules/csg/doc_classes/CSGMesh.xml | 2 +- modules/csg/doc_classes/CSGPolygon.xml | 2 +- modules/csg/doc_classes/CSGPrimitive.xml | 2 +- modules/csg/doc_classes/CSGShape.xml | 2 +- modules/csg/doc_classes/CSGSphere.xml | 2 +- modules/csg/doc_classes/CSGTorus.xml | 2 +- modules/enet/doc_classes/NetworkedMultiplayerENet.xml | 2 +- modules/gdnative/doc_classes/GDNativeLibrary.xml | 4 ++-- modules/gdscript/doc_classes/GDScript.xml | 2 +- modules/gridmap/doc_classes/GridMap.xml | 2 +- modules/skeleton_2d/doc_classes/Skeleton2D.xml | 2 +- 164 files changed, 209 insertions(+), 209 deletions(-) diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index caf2642f0a..9d7e9fd3a6 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. - $DOCS_URL/tutorials/math/index.html - $DOCS_URL/tutorials/math/vector_math.html - $DOCS_URL/tutorials/math/vectors_advanced.html + $DOCS_URL/tutorials/math/index.md + $DOCS_URL/tutorials/math/vector_math.md + $DOCS_URL/tutorials/math/vectors_advanced.md diff --git a/doc/classes/AnimatedSprite.xml b/doc/classes/AnimatedSprite.xml index cef8397230..840d079c1e 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 animations with a [code]_normal[/code] suffix. For example, having 2 animations [code]run[/code] and [code]run_normal[/code] will make it so the [code]run[/code] animation uses the normal map. - $DOCS_URL/tutorials/2d/2d_sprite_animation.html + $DOCS_URL/tutorials/2d/2d_sprite_animation.md https://godotengine.org/asset-library/asset/515 diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml index 49e941b4e2..6e9c32047e 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. - $DOCS_URL/tutorials/2d/2d_sprite_animation.html + $DOCS_URL/tutorials/2d/2d_sprite_animation.md diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index ed2ab8052a..3de4d69693 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. - $DOCS_URL/tutorials/animation/index.html + $DOCS_URL/tutorials/animation/index.md diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index b3715fd708..89b3c510c5 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. - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml index 8981156f75..e4783b88b2 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. - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml index da508a31f0..7de7d17356 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 - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeAnimation.xml b/doc/classes/AnimationNodeAnimation.xml index b76012f1a1..76d39eb89d 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. - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md 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 e22d9506af..e433b7f93e 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. - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md 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 afdb304809..3b29141b76 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 - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml index 4b339e794e..578c800e32 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]. - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml index 5965459b5d..bd5be84b90 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. - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml index 973f0d8e55..b4aad877d0 100644 --- a/doc/classes/AnimationNodeBlendTree.xml +++ b/doc/classes/AnimationNodeBlendTree.xml @@ -8,7 +8,7 @@ An [AnimationNodeOutput] node named [code]output[/code] is created by default. - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index 8f3b580112..a340c6d1a8 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. - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeOutput.xml b/doc/classes/AnimationNodeOutput.xml index f9205f7564..caee93d995 100644 --- a/doc/classes/AnimationNodeOutput.xml +++ b/doc/classes/AnimationNodeOutput.xml @@ -6,7 +6,7 @@ - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md 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 bebaa17cad..6c2e1fd313 100644 --- a/doc/classes/AnimationNodeStateMachine.xml +++ b/doc/classes/AnimationNodeStateMachine.xml @@ -12,7 +12,7 @@ [/codeblock] - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml index 9f1d1aa1e9..9755a4d43b 100644 --- a/doc/classes/AnimationNodeStateMachinePlayback.xml +++ b/doc/classes/AnimationNodeStateMachinePlayback.xml @@ -12,7 +12,7 @@ [/codeblock] - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index c8d7a630cf..f81a175f08 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -5,7 +5,7 @@ - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md diff --git a/doc/classes/AnimationNodeTimeScale.xml b/doc/classes/AnimationNodeTimeScale.xml index 0feab8e338..8ac2ad2989 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. - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md https://godotengine.org/asset-library/asset/125 diff --git a/doc/classes/AnimationNodeTimeSeek.xml b/doc/classes/AnimationNodeTimeSeek.xml index 454e1b60bd..316742c985 100644 --- a/doc/classes/AnimationNodeTimeSeek.xml +++ b/doc/classes/AnimationNodeTimeSeek.xml @@ -18,7 +18,7 @@ [/codeblock] - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml index a0275fc827..45c0ba5af1 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. - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md 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 5e8d259e65..4e07ca6160 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. - $DOCS_URL/tutorials/animation/index.html - $DOCS_URL/tutorials/2d/2d_sprite_animation.html + $DOCS_URL/tutorials/animation/index.md + $DOCS_URL/tutorials/2d/2d_sprite_animation.md https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index d155e8e80c..0db64f64b0 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -8,7 +8,7 @@ [b]Note:[/b] 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. - $DOCS_URL/tutorials/animation/animation_tree.html + $DOCS_URL/tutorials/animation/animation_tree.md https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 13e33e8306..c673a25dbe 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -9,7 +9,7 @@ [b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly unexpected behavior when using that shape for an area. - $DOCS_URL/tutorials/physics/using_area_2d.html + $DOCS_URL/tutorials/physics/using_area_2d.md 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 68152f79e8..1fe9b4f73e 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. - $DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html + $DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.md diff --git a/doc/classes/AspectRatioContainer.xml b/doc/classes/AspectRatioContainer.xml index 973ec03306..639503a97d 100644 --- a/doc/classes/AspectRatioContainer.xml +++ b/doc/classes/AspectRatioContainer.xml @@ -7,7 +7,7 @@ Arranges child controls in a way to preserve their aspect ratio automatically whenever the container is resized. Solves the problem where the container size is dynamic and the contents' size needs to adjust accordingly without losing proportions. - $DOCS_URL/tutorials/ui/gui_containers.html + $DOCS_URL/tutorials/ui/gui_containers.md diff --git a/doc/classes/AudioEffectCapture.xml b/doc/classes/AudioEffectCapture.xml index ad26ad1ac1..3e9a0ac71b 100644 --- a/doc/classes/AudioEffectCapture.xml +++ b/doc/classes/AudioEffectCapture.xml @@ -9,8 +9,8 @@ [b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings. - $DOCS_URL/tutorials/audio/audio_buses.html - https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record + $DOCS_URL/tutorials/audio/audio_buses.md + https://github.com/Relintai/pandemonium_demo_projects/tree/master/audio/mic_record diff --git a/doc/classes/AudioEffectDistortion.xml b/doc/classes/AudioEffectDistortion.xml index 8efaa35035..05c3df04c8 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. - $DOCS_URL/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.md diff --git a/doc/classes/AudioEffectFilter.xml b/doc/classes/AudioEffectFilter.xml index 288f03896c..c7abf200d2 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. - $DOCS_URL/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.md diff --git a/doc/classes/AudioEffectHighShelfFilter.xml b/doc/classes/AudioEffectHighShelfFilter.xml index 8b1a02b651..3ea9e0bf4b 100644 --- a/doc/classes/AudioEffectHighShelfFilter.xml +++ b/doc/classes/AudioEffectHighShelfFilter.xml @@ -6,7 +6,7 @@ - $DOCS_URL/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.md diff --git a/doc/classes/AudioEffectLowShelfFilter.xml b/doc/classes/AudioEffectLowShelfFilter.xml index effe7cf05d..e78706a39f 100644 --- a/doc/classes/AudioEffectLowShelfFilter.xml +++ b/doc/classes/AudioEffectLowShelfFilter.xml @@ -6,7 +6,7 @@ - $DOCS_URL/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.md diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml index c72ff99527..951bd9f71f 100644 --- a/doc/classes/AudioEffectRecord.xml +++ b/doc/classes/AudioEffectRecord.xml @@ -9,7 +9,7 @@ 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. - $DOCS_URL/tutorials/audio/recording_with_microphone.html + $DOCS_URL/tutorials/audio/recording_with_microphone.md https://godotengine.org/asset-library/asset/527 diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index 28c78bade4..aacd5ef272 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. - $DOCS_URL/tutorials/audio/audio_buses.html + $DOCS_URL/tutorials/audio/audio_buses.md 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 153eb5737f..a5d58634b2 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. - $DOCS_URL/tutorials/audio/audio_streams.html + $DOCS_URL/tutorials/audio/audio_streams.md 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/AudioStreamMicrophone.xml b/doc/classes/AudioStreamMicrophone.xml index e92281710b..1b57e96a14 100644 --- a/doc/classes/AudioStreamMicrophone.xml +++ b/doc/classes/AudioStreamMicrophone.xml @@ -8,7 +8,7 @@ [b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings. - https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record + https://github.com/Relintai/pandemonium_demo_projects/tree/master/audio/mic_record diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml index 2dc417a1a7..29a908e312 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]. - $DOCS_URL/tutorials/audio/audio_streams.html + $DOCS_URL/tutorials/audio/audio_streams.md 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 2a75206bff..4efbb0b7a5 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -10,7 +10,7 @@ [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). - $DOCS_URL/tutorials/audio/audio_streams.html + $DOCS_URL/tutorials/audio/audio_streams.md diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index 33fe20b9a2..26dfaff27b 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). - $DOCS_URL/tutorials/audio/audio_streams.html + $DOCS_URL/tutorials/audio/audio_streams.md diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index b96f956b8c..adf0d2bf96 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. - $DOCS_URL/tutorials/math/index.html - $DOCS_URL/tutorials/math/matrices_and_transforms.html - $DOCS_URL/tutorials/3d/using_transforms.html + $DOCS_URL/tutorials/math/index.md + $DOCS_URL/tutorials/math/matrices_and_transforms.md + $DOCS_URL/tutorials/3d/using_transforms.md 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/BoxContainer.xml b/doc/classes/BoxContainer.xml index ec7a514d54..26b3bf2d92 100644 --- a/doc/classes/BoxContainer.xml +++ b/doc/classes/BoxContainer.xml @@ -7,7 +7,7 @@ Arranges child controls vertically or horizontally, and rearranges the controls automatically when their minimum size changes. - $DOCS_URL/tutorials/ui/gui_containers.html + $DOCS_URL/tutorials/ui/gui_containers.md diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml index e839f366c9..0c4b274b97 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. - $DOCS_URL/tutorials/2d/particle_systems_2d.html + $DOCS_URL/tutorials/2d/particle_systems_2d.md diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 40310d3031..770506556a 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]. - $DOCS_URL/tutorials/2d/2d_transforms.html - $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html + $DOCS_URL/tutorials/2d/2d_transforms.md + $DOCS_URL/tutorials/2d/custom_drawing_in_2d.md https://godotengine.org/asset-library/asset/528 diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index 05b38534f4..d46bb2c66e 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). - $DOCS_URL/tutorials/2d/2d_transforms.html - $DOCS_URL/tutorials/2d/canvas_layers.html + $DOCS_URL/tutorials/2d/2d_transforms.md + $DOCS_URL/tutorials/2d/canvas_layers.md https://godotengine.org/asset-library/asset/515 diff --git a/doc/classes/CenterContainer.xml b/doc/classes/CenterContainer.xml index 979407ecfa..fd72ec93b6 100644 --- a/doc/classes/CenterContainer.xml +++ b/doc/classes/CenterContainer.xml @@ -7,7 +7,7 @@ CenterContainer keeps children controls centered. This container keeps all children to their minimum size, in the center. - $DOCS_URL/tutorials/ui/gui_containers.html + $DOCS_URL/tutorials/ui/gui_containers.md diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index db49937cbc..a09e6a0c55 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]. - $DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html + $DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.md https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape.xml index bfdf94d607..76006f1a71 100644 --- a/doc/classes/CollisionShape.xml +++ b/doc/classes/CollisionShape.xml @@ -9,7 +9,7 @@ [b]Warning:[/b] A non-uniformly scaled CollisionShape3D node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size of its [member shape] resource instead. - $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.md 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 8158e8ed33..a43752fbd8 100644 --- a/doc/classes/CollisionShape2D.xml +++ b/doc/classes/CollisionShape2D.xml @@ -8,7 +8,7 @@ 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. - $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.md 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/Container.xml b/doc/classes/Container.xml index 44fb897708..15426c6e70 100644 --- a/doc/classes/Container.xml +++ b/doc/classes/Container.xml @@ -8,7 +8,7 @@ A Control can inherit this to create custom container classes. - $DOCS_URL/tutorials/ui/gui_containers.html + $DOCS_URL/tutorials/ui/gui_containers.md diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 07c84115fa..c028d37903 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -14,10 +14,10 @@ [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_theme_color], [method get_theme_constant], [method get_theme_font], [method get_theme_icon], [method get_theme_stylebox], and the [code]add_*_override[/code] methods provided by this class. - $DOCS_URL/tutorials/ui/index.html - $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html - $DOCS_URL/tutorials/ui/control_node_gallery.html - https://github.com/godotengine/godot-demo-projects/tree/master/gui + $DOCS_URL/tutorials/ui/index.md + $DOCS_URL/tutorials/2d/custom_drawing_in_2d.md + $DOCS_URL/tutorials/ui/control_node_gallery.md + https://github.com/Relintai/pandemonium_demo_projects/tree/master/gui diff --git a/doc/classes/DirectionalLight.xml b/doc/classes/DirectionalLight.xml index a13e31373c..81d62f6b4a 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. - $DOCS_URL/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/lights_and_shadows.md diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index 2328af21f4..cf0c64a4c5 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -25,7 +25,7 @@ [/codeblock] - $DOCS_URL/tutorials/scripting/filesystem.html + $DOCS_URL/tutorials/scripting/filesystem.md diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index f106f77db5..022b645151 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -49,7 +49,7 @@ To use [EditorImportPlugin], register it using the [method EditorPlugin.add_import_plugin] method first. - $DOCS_URL/tutorials/plugins/editor/import_plugins.html + $DOCS_URL/tutorials/plugins/editor/import_plugins.md diff --git a/doc/classes/EditorInspectorPlugin.xml b/doc/classes/EditorInspectorPlugin.xml index c4fbdc7965..388c50f383 100644 --- a/doc/classes/EditorInspectorPlugin.xml +++ b/doc/classes/EditorInspectorPlugin.xml @@ -13,7 +13,7 @@ To use [EditorInspectorPlugin], register it using the [method EditorPlugin.add_inspector_plugin] method first. - $DOCS_URL/tutorials/plugins/editor/inspector_plugins.html + $DOCS_URL/tutorials/plugins/editor/inspector_plugins.md diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 31e06fece9..04f04f7b47 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. - $DOCS_URL/tutorials/plugins/editor/index.html + $DOCS_URL/tutorials/plugins/editor/index.md diff --git a/doc/classes/EditorSpatialGizmoPlugin.xml b/doc/classes/EditorSpatialGizmoPlugin.xml index 6d0a2e9813..03150f5823 100644 --- a/doc/classes/EditorSpatialGizmoPlugin.xml +++ b/doc/classes/EditorSpatialGizmoPlugin.xml @@ -8,7 +8,7 @@ To use [EditorSpatialGizmoPlugin], register it using the [method EditorPlugin.add_spatial_gizmo_plugin] method first. - $DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html + $DOCS_URL/tutorials/plugins/editor/spatial_gizmos.md diff --git a/doc/classes/Environment3D.xml b/doc/classes/Environment3D.xml index 39fe28bc5a..5eb7a32b6c 100644 --- a/doc/classes/Environment3D.xml +++ b/doc/classes/Environment3D.xml @@ -16,8 +16,8 @@ Note that [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation] has a mobile platform override to use "3D Without Effects" by default. It improves the performance on mobile devices, but at the same time affects the screen display on mobile devices. - $DOCS_URL/tutorials/3d/environment_and_post_processing.html - $DOCS_URL/tutorials/3d/high_dynamic_range.html + $DOCS_URL/tutorials/3d/environment_and_post_processing.md + $DOCS_URL/tutorials/3d/high_dynamic_range.md 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 599e884ee5..82b1c56627 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -25,7 +25,7 @@ [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. - $DOCS_URL/tutorials/scripting/filesystem.html + $DOCS_URL/tutorials/scripting/filesystem.md https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/GridContainer.xml b/doc/classes/GridContainer.xml index ef4e1210db..2a47b4a129 100644 --- a/doc/classes/GridContainer.xml +++ b/doc/classes/GridContainer.xml @@ -9,7 +9,7 @@ [b]Note:[/b] GridContainer only works with child nodes inheriting from Control. It won't rearrange child nodes inheriting from Node2D. - $DOCS_URL/tutorials/ui/gui_containers.html + $DOCS_URL/tutorials/ui/gui_containers.md https://godotengine.org/asset-library/asset/677 diff --git a/doc/classes/HBoxContainer.xml b/doc/classes/HBoxContainer.xml index 3d71d388f5..346b7a93f0 100644 --- a/doc/classes/HBoxContainer.xml +++ b/doc/classes/HBoxContainer.xml @@ -7,7 +7,7 @@ Horizontal box container. See [BoxContainer]. - $DOCS_URL/tutorials/ui/gui_containers.html + $DOCS_URL/tutorials/ui/gui_containers.md diff --git a/doc/classes/HSplitContainer.xml b/doc/classes/HSplitContainer.xml index 04943259c6..080d9a3500 100644 --- a/doc/classes/HSplitContainer.xml +++ b/doc/classes/HSplitContainer.xml @@ -7,7 +7,7 @@ Horizontal split container. See [SplitContainer]. This goes from left to right. - $DOCS_URL/tutorials/ui/gui_containers.html + $DOCS_URL/tutorials/ui/gui_containers.md diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 9154750d8a..de5b357c91 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. - $DOCS_URL/tutorials/networking/http_client_class.html - $DOCS_URL/tutorials/networking/ssl_certificates.html + $DOCS_URL/tutorials/networking/http_client_class.md + $DOCS_URL/tutorials/networking/ssl_certificates.md diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 2624165b08..eee7a5e6f2 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -67,8 +67,8 @@ [/codeblock] - $DOCS_URL/tutorials/networking/http_request_class.html - $DOCS_URL/tutorials/networking/ssl_certificates.html + $DOCS_URL/tutorials/networking/http_request_class.md + $DOCS_URL/tutorials/networking/ssl_certificates.md diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index b1698aca0a..5c18d80234 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. - $DOCS_URL/tutorials/assets_pipeline/importing_images.html + $DOCS_URL/tutorials/assets_pipeline/importing_images.md diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml index 4ae8ea4fe6..2ccf3af028 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. - $DOCS_URL/tutorials/assets_pipeline/importing_images.html + $DOCS_URL/tutorials/assets_pipeline/importing_images.md diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index a871fbed74..0b4a44bbc8 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. - $DOCS_URL/tutorials/inputs/index.html + $DOCS_URL/tutorials/inputs/index.md 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 8e4d64c9d7..ad3c752881 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]. - $DOCS_URL/tutorials/inputs/inputevent.html - $DOCS_URL/tutorials/2d/2d_transforms.html + $DOCS_URL/tutorials/inputs/inputevent.md + $DOCS_URL/tutorials/2d/2d_transforms.md 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 29b85fe861..aae10cc50c 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]. - $DOCS_URL/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.md diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml index 1b167824dd..10724b561e 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. - $DOCS_URL/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.md diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index 6bc4277bda..003ea8f202 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. - $DOCS_URL/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.md diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml index a99296269e..852fb6477b 100644 --- a/doc/classes/InputEventMouse.xml +++ b/doc/classes/InputEventMouse.xml @@ -7,7 +7,7 @@ Stores general mouse events information. - $DOCS_URL/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.md diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml index 408a80753e..73341a667b 100644 --- a/doc/classes/InputEventMouseButton.xml +++ b/doc/classes/InputEventMouseButton.xml @@ -7,7 +7,7 @@ Contains mouse click information. See [method Node._input]. - $DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html + $DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.md diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index 94b80afe56..5980fda265 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -9,7 +9,7 @@ [b]Note:[/b] 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. - $DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html + $DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.md https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml index 667c38ceab..8e375b772c 100644 --- a/doc/classes/InputEventScreenDrag.xml +++ b/doc/classes/InputEventScreenDrag.xml @@ -7,7 +7,7 @@ Contains screen drag information. See [method Node._input]. - $DOCS_URL/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.md diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml index bc838d241c..5510b507d8 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. - $DOCS_URL/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.md diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index 199c42397e..81b72d48e9 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -7,7 +7,7 @@ Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input]. - $DOCS_URL/tutorials/inputs/inputevent.html + $DOCS_URL/tutorials/inputs/inputevent.md diff --git a/doc/classes/JNISingleton.xml b/doc/classes/JNISingleton.xml index ab34ac7aa2..9760e59fab 100644 --- a/doc/classes/JNISingleton.xml +++ b/doc/classes/JNISingleton.xml @@ -7,7 +7,7 @@ The JNISingleton is implemented only in the Android export. It's used to call methods and connect signals from an Android plugin written in Java or Kotlin. Methods and signals can be called and connected to the JNISingleton as if it is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more information. - $DOCS_URL/tutorials/platform/android/android_plugin.html + $DOCS_URL/tutorials/platform/android/android_plugin.md diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index 682b3ecb8c..142b97d2cd 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -10,7 +10,7 @@ [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. - $DOCS_URL/tutorials/physics/kinematic_character_2d.html + $DOCS_URL/tutorials/physics/kinematic_character_2d.md 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 664168f55c..40506d7afe 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. - $DOCS_URL/tutorials/physics/kinematic_character_2d.html - $DOCS_URL/tutorials/physics/using_kinematic_body_2d.html + $DOCS_URL/tutorials/physics/kinematic_character_2d.md + $DOCS_URL/tutorials/physics/using_kinematic_body_2d.md 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 be42f3e5c8..a4ea6a2fc6 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. - $DOCS_URL/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/lights_and_shadows.md https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index 2b70933167..ec7c82031a 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. - $DOCS_URL/tutorials/2d/2d_lights_and_shadows.html + $DOCS_URL/tutorials/2d/2d_lights_and_shadows.md diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml index 0aff6ff7b8..57a7c286c6 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. - $DOCS_URL/tutorials/2d/2d_lights_and_shadows.html + $DOCS_URL/tutorials/2d/2d_lights_and_shadows.md diff --git a/doc/classes/MarginContainer.xml b/doc/classes/MarginContainer.xml index f2f2ae48db..6d88abffd1 100644 --- a/doc/classes/MarginContainer.xml +++ b/doc/classes/MarginContainer.xml @@ -16,7 +16,7 @@ [/codeblock] - $DOCS_URL/tutorials/ui/gui_containers.html + $DOCS_URL/tutorials/ui/gui_containers.md diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index e2a085f6b7..a2067a2c2e 100644 --- a/doc/classes/MeshInstance2D.xml +++ b/doc/classes/MeshInstance2D.xml @@ -7,7 +7,7 @@ Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be automatically created from an existing [Sprite] via a tool in the editor toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to MeshInstance2D[/b] at the top of the 2D editor viewport. - $DOCS_URL/tutorials/2d/2d_meshes.html + $DOCS_URL/tutorials/2d/2d_meshes.md diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 38114a7673..52a1e0fa62 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. - $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html - $DOCS_URL/tutorials/performance/using_multimesh.html + $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.md + $DOCS_URL/tutorials/performance/using_multimesh.md diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance.xml index 67ad5e7dd3..4a26d4a3bd 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). - $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html - $DOCS_URL/tutorials/3d/using_multi_mesh_instance.html - $DOCS_URL/tutorials/performance/using_multimesh.html + $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.md + $DOCS_URL/tutorials/3d/using_multi_mesh_instance.md + $DOCS_URL/tutorials/performance/using_multimesh.md diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml index a50724d187..3ee1361bdb 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. - $DOCS_URL/tutorials/performance/threads/using_multiple_threads.html + $DOCS_URL/tutorials/performance/threads/using_multiple_threads.md diff --git a/doc/classes/NavigationLink2D.xml b/doc/classes/NavigationLink2D.xml index 75bdd026c8..01792b094a 100644 --- a/doc/classes/NavigationLink2D.xml +++ b/doc/classes/NavigationLink2D.xml @@ -7,7 +7,7 @@ A link between two positions on [NavigationRegion2D]s that agents can be routed through. These positions can be on the same [NavigationRegion2D] or on two different ones. Links are useful to express navigation methods other than traveling along the surface of the navigation polygon, such as ziplines, teleporters, or gaps that can be jumped across. - $DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html + $DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.md diff --git a/doc/classes/NavigationLink3D.xml b/doc/classes/NavigationLink3D.xml index cf615d8c73..9258ab056d 100644 --- a/doc/classes/NavigationLink3D.xml +++ b/doc/classes/NavigationLink3D.xml @@ -7,7 +7,7 @@ A link between two positions on [NavigationRegion3D]s that agents can be routed through. These positions can be on the same [NavigationRegion3D] or on two different ones. Links are useful to express navigation methods other than traveling along the surface of the navigation mesh, such as ziplines, teleporters, or gaps that can be jumped across. - $DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html + $DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.md diff --git a/doc/classes/NavigationMeshGenerator.xml b/doc/classes/NavigationMeshGenerator.xml index 02a6be0884..22a0b65794 100644 --- a/doc/classes/NavigationMeshGenerator.xml +++ b/doc/classes/NavigationMeshGenerator.xml @@ -9,7 +9,7 @@ To work around the runtime framerate issues, the source geometry can be parsed to a [NavigationMeshSourceGeometryData2D] or a [NavigationMeshSourceGeometryData3D] resource. This resource can later be (re)used at runtime to bake multiple navigation meshes with different parameters in background threads without touching the scene tree again (assuming the nodes that contribute source geometry have not changed). - $DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.html + $DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.md diff --git a/doc/classes/NavigationPathQueryParameters2D.xml b/doc/classes/NavigationPathQueryParameters2D.xml index f5e230d165..14589b9ee8 100644 --- a/doc/classes/NavigationPathQueryParameters2D.xml +++ b/doc/classes/NavigationPathQueryParameters2D.xml @@ -7,7 +7,7 @@ By changing various properties of this object, such as the start and target position, you can configure path queries to the [NavigationServer2D]. - $DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html + $DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md diff --git a/doc/classes/NavigationPathQueryParameters3D.xml b/doc/classes/NavigationPathQueryParameters3D.xml index 2d8f9dd8fd..7d247efc79 100644 --- a/doc/classes/NavigationPathQueryParameters3D.xml +++ b/doc/classes/NavigationPathQueryParameters3D.xml @@ -7,7 +7,7 @@ By changing various properties of this object, such as the start and target position, you can configure path queries to the [NavigationServer3D]. - $DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html + $DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md diff --git a/doc/classes/NavigationPathQueryResult2D.xml b/doc/classes/NavigationPathQueryResult2D.xml index f2e2fb0276..1a2457210f 100644 --- a/doc/classes/NavigationPathQueryResult2D.xml +++ b/doc/classes/NavigationPathQueryResult2D.xml @@ -7,7 +7,7 @@ This class stores the result of a 2D navigation path query from the [NavigationServer2D]. - $DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html + $DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md diff --git a/doc/classes/NavigationPathQueryResult3D.xml b/doc/classes/NavigationPathQueryResult3D.xml index 4b340f4191..50cf31d4e4 100644 --- a/doc/classes/NavigationPathQueryResult3D.xml +++ b/doc/classes/NavigationPathQueryResult3D.xml @@ -7,7 +7,7 @@ This class stores the result of a 3D navigation path query from the [NavigationServer3D]. - $DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html + $DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.md diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml index 9d496c6fe6..6a7ff2b115 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. - $DOCS_URL/tutorials/networking/high_level_multiplayer.html + $DOCS_URL/tutorials/networking/high_level_multiplayer.md https://godotengine.org/asset-library/asset/537 diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 40c1baca28..708310dc88 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -17,8 +17,8 @@ [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. - $DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html - https://github.com/godotengine/godot-demo-projects/ + $DOCS_URL/getting_started/step_by_step/nodes_and_scenes.md + https://github.com/Relintai/pandemonium_demo_projects/ diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index ab2edd9555..af45b2f5d5 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -7,8 +7,8 @@ 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. - $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html - https://github.com/godotengine/godot-demo-projects/tree/master/2d + $DOCS_URL/tutorials/2d/custom_drawing_in_2d.md + https://github.com/Relintai/pandemonium_demo_projects/tree/master/2d diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 4b29b52a6e..bfefa40590 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -21,7 +21,7 @@ [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]. - $DOCS_URL/tutorials/best_practices/node_alternatives.html + $DOCS_URL/tutorials/best_practices/node_alternatives.md $DOCS_URL/tutorials/scripting/gdscript/gdscript_exports.html#advanced-exports diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml index 3ec37e2395..fea27b1ed4 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. - $DOCS_URL/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/lights_and_shadows.md diff --git a/doc/classes/PanelContainer.xml b/doc/classes/PanelContainer.xml index fc9765de30..1f88a37abf 100644 --- a/doc/classes/PanelContainer.xml +++ b/doc/classes/PanelContainer.xml @@ -7,7 +7,7 @@ Panel container type. This container fits controls inside of the delimited area of a stylebox. It's useful for giving controls an outline. - $DOCS_URL/tutorials/ui/gui_containers.html + $DOCS_URL/tutorials/ui/gui_containers.md https://godotengine.org/asset-library/asset/520 diff --git a/doc/classes/Physics2DDirectBodyState.xml b/doc/classes/Physics2DDirectBodyState.xml index b6982e2bfa..99433928f8 100644 --- a/doc/classes/Physics2DDirectBodyState.xml +++ b/doc/classes/Physics2DDirectBodyState.xml @@ -7,8 +7,8 @@ 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]. - $DOCS_URL/tutorials/physics/physics_introduction.html - $DOCS_URL/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/physics_introduction.md + $DOCS_URL/tutorials/physics/ray-casting.md diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/Physics2DDirectSpaceState.xml index 73d0f86186..e6a48ce61e 100644 --- a/doc/classes/Physics2DDirectSpaceState.xml +++ b/doc/classes/Physics2DDirectSpaceState.xml @@ -7,8 +7,8 @@ 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. - $DOCS_URL/tutorials/physics/physics_introduction.html - $DOCS_URL/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/physics_introduction.md + $DOCS_URL/tutorials/physics/ray-casting.md diff --git a/doc/classes/PhysicsBody.xml b/doc/classes/PhysicsBody.xml index fbe533e3a6..db8c125e32 100644 --- a/doc/classes/PhysicsBody.xml +++ b/doc/classes/PhysicsBody.xml @@ -8,7 +8,7 @@ [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. - $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.md diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index cc092cd233..6570b30397 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. - $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.md diff --git a/doc/classes/PhysicsDirectBodyState.xml b/doc/classes/PhysicsDirectBodyState.xml index b7280c8730..b52f9c1f5d 100644 --- a/doc/classes/PhysicsDirectBodyState.xml +++ b/doc/classes/PhysicsDirectBodyState.xml @@ -7,8 +7,8 @@ Provides direct access to a physics body in the [PhysicsServer], 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 RigidBody._integrate_forces]. - $DOCS_URL/tutorials/physics/physics_introduction.html - $DOCS_URL/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/physics_introduction.md + $DOCS_URL/tutorials/physics/ray-casting.md diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml index 4b7f382995..dfd9b444a6 100644 --- a/doc/classes/PhysicsDirectSpaceState.xml +++ b/doc/classes/PhysicsDirectSpaceState.xml @@ -7,8 +7,8 @@ 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. - $DOCS_URL/tutorials/physics/physics_introduction.html - $DOCS_URL/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/physics_introduction.md + $DOCS_URL/tutorials/physics/ray-casting.md diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index 16775e421d..5a775f91d6 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. - $DOCS_URL/tutorials/math/index.html + $DOCS_URL/tutorials/math/index.md diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml index 3bfe57ded7..272d60648f 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. - $DOCS_URL/tutorials/math/random_number_generation.html + $DOCS_URL/tutorials/math/random_number_generation.md diff --git a/doc/classes/RayCast.xml b/doc/classes/RayCast.xml index 9bef7d68a3..fb1ac893d6 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. - $DOCS_URL/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/ray-casting.md https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index 6e65b183c3..d80386f262 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. - $DOCS_URL/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/ray-casting.md diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index c9f930f237..5ed3e48579 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -9,9 +9,9 @@ The 3D counterpart to [Rect2] is [AABB]. - $DOCS_URL/tutorials/math/index.html - $DOCS_URL/tutorials/math/vector_math.html - $DOCS_URL/tutorials/math/vectors_advanced.html + $DOCS_URL/tutorials/math/index.md + $DOCS_URL/tutorials/math/vector_math.md + $DOCS_URL/tutorials/math/vectors_advanced.md diff --git a/doc/classes/Reference.xml b/doc/classes/Reference.xml index a737836cae..43b4225a46 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. - $DOCS_URL/tutorials/best_practices/node_alternatives.html + $DOCS_URL/tutorials/best_practices/node_alternatives.md diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 34cda4ee18..5104e06d6d 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -11,7 +11,7 @@ [b]Note:[/b] The GLES2 backend will only display two reflection probes at the same time for a single mesh. If possible, split up large meshes that span over multiple reflection probes into smaller ones. - $DOCS_URL/tutorials/3d/reflection_probes.html + $DOCS_URL/tutorials/3d/reflection_probes.md diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 7c1b4daee0..3e67b3ac45 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.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. - $DOCS_URL/tutorials/performance/using_servers.html + $DOCS_URL/tutorials/performance/using_servers.md diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index b7c74fc217..9fea05c498 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. - $DOCS_URL/tutorials/scripting/resources.html - $DOCS_URL/tutorials/best_practices/node_alternatives.html + $DOCS_URL/tutorials/scripting/resources.md + $DOCS_URL/tutorials/best_practices/node_alternatives.md diff --git a/doc/classes/ResourceImporter.xml b/doc/classes/ResourceImporter.xml index d22b562562..75759521ac 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]. - $DOCS_URL/tutorials/plugins/editor/import_plugins.html + $DOCS_URL/tutorials/plugins/editor/import_plugins.md diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml index ec118f66d1..e1de1f7a84 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. - $DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html + $DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.md 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 f3c5ba7c60..d7d899ab4d 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -12,7 +12,7 @@ [b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most emoji) are [i]not[/i] supported on Windows. They will display as unknown characters instead. This will be resolved in Godot 4.0. - $DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html + $DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.md 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 4063078dd7..978753035c 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -12,7 +12,7 @@ [b]Warning:[/b] With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead. - $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.md 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 87a3529cbb..ea68b51b8a 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. - $DOCS_URL/tutorials/scripting/scene_tree.html - $DOCS_URL/tutorials/rendering/multiple_resolutions.html + $DOCS_URL/tutorials/scripting/scene_tree.md + $DOCS_URL/tutorials/rendering/multiple_resolutions.md diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index bd2723bd52..b8ec9930aa 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. - $DOCS_URL/tutorials/scripting/index.html + $DOCS_URL/tutorials/scripting/index.md diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml index 0c8b5eb1b4..f7e35bf33a 100644 --- a/doc/classes/ScrollContainer.xml +++ b/doc/classes/ScrollContainer.xml @@ -7,7 +7,7 @@ A ScrollContainer node meant to contain a [Control] child. ScrollContainers will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or both) when needed and will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the [member Control.rect_min_size] of the Control relative to the ScrollContainer. Works great with a [Panel] control. You can set [code]EXPAND[/code] on the children's size flags, so they will upscale to the ScrollContainer's size if it's larger (scroll is invisible for the chosen dimension). - $DOCS_URL/tutorials/ui/gui_containers.html + $DOCS_URL/tutorials/ui/gui_containers.md diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml index a5cf595e5a..1401597bbb 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]. - $DOCS_URL/tutorials/performance/threads/using_multiple_threads.html + $DOCS_URL/tutorials/performance/threads/using_multiple_threads.md diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index c371a387cc..0166c97eb7 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. - $DOCS_URL/tutorials/shaders/index.html - $DOCS_URL/tutorials/shaders/introduction_to_shaders.html + $DOCS_URL/tutorials/shaders/index.md + $DOCS_URL/tutorials/shaders/introduction_to_shaders.md diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index e1115d034a..f4ef159dc3 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]. - $DOCS_URL/tutorials/shaders/index.html + $DOCS_URL/tutorials/shaders/index.md diff --git a/doc/classes/Shape.xml b/doc/classes/Shape.xml index cbb927cc20..913a716bf3 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. - $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.md diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index 4b6e4c2a57..46a47a3001 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. - $DOCS_URL/tutorials/physics/physics_introduction.html + $DOCS_URL/tutorials/physics/physics_introduction.md diff --git a/doc/classes/SoftBody.xml b/doc/classes/SoftBody.xml index 58d7834f04..ca95ef5a78 100644 --- a/doc/classes/SoftBody.xml +++ b/doc/classes/SoftBody.xml @@ -8,7 +8,7 @@ [b]Note:[/b] There are many known bugs in [SoftBody]. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies). - $DOCS_URL/tutorials/physics/soft_body.html + $DOCS_URL/tutorials/physics/soft_body.md diff --git a/doc/classes/Spatial.xml b/doc/classes/Spatial.xml index d8f4c6e384..3509ea14be 100644 --- a/doc/classes/Spatial.xml +++ b/doc/classes/Spatial.xml @@ -9,8 +9,8 @@ [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]. - $DOCS_URL/tutorials/3d/introduction_to_3d.html - https://github.com/godotengine/godot-demo-projects/tree/master/3d + $DOCS_URL/tutorials/3d/introduction_to_3d.md + https://github.com/Relintai/pandemonium_demo_projects/tree/master/3d diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml index 8153301324..40ee33e620 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. - $DOCS_URL/tutorials/3d/spatial_material.html + $DOCS_URL/tutorials/3d/spatial_material.md diff --git a/doc/classes/SplitContainer.xml b/doc/classes/SplitContainer.xml index 1ea0b2b35e..64efe66e73 100644 --- a/doc/classes/SplitContainer.xml +++ b/doc/classes/SplitContainer.xml @@ -7,7 +7,7 @@ Container for splitting two [Control]s vertically or horizontally, with a grabber that allows adjusting the split offset or ratio. - $DOCS_URL/tutorials/ui/gui_containers.html + $DOCS_URL/tutorials/ui/gui_containers.md diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml index 12385ed7c3..ac970625b6 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. - $DOCS_URL/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/lights_and_shadows.md https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml index d6b238d3bf..fd5e53ab50 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. - $DOCS_URL/tutorials/networking/ssl_certificates.html + $DOCS_URL/tutorials/networking/ssl_certificates.md diff --git a/doc/classes/String.xml b/doc/classes/String.xml index 4e075c385f..c550be2019 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. - $DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html + $DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.md diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml index 5b3580758b..7fcf3ee36a 100644 --- a/doc/classes/TabContainer.xml +++ b/doc/classes/TabContainer.xml @@ -9,7 +9,7 @@ [b]Note:[/b] The drawing of the clickable tabs themselves is handled by this node. Adding [Tabs] as children is not needed. - $DOCS_URL/tutorials/ui/gui_containers.html + $DOCS_URL/tutorials/ui/gui_containers.md diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml index 7631ec0fe7..659b3c654d 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. - $DOCS_URL/tutorials/ui/gui_skinning.html + $DOCS_URL/tutorials/ui/gui_skinning.md diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml index b03f93e603..2a4e783872 100644 --- a/doc/classes/Thread.xml +++ b/doc/classes/Thread.xml @@ -7,8 +7,8 @@ A unit of execution in a process. Can run methods on [Object]s simultaneously. The use of synchronization via [Mutex] or [Semaphore] is advised if working with shared objects. - $DOCS_URL/tutorials/performance/threads/using_multiple_threads.html - $DOCS_URL/tutorials/performance/threads/thread_safe_apis.html + $DOCS_URL/tutorials/performance/threads/using_multiple_threads.md + $DOCS_URL/tutorials/performance/threads/thread_safe_apis.md https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml index cf1aa77b29..125671653c 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. - $DOCS_URL/tutorials/math/index.html - $DOCS_URL/tutorials/math/matrices_and_transforms.html - $DOCS_URL/tutorials/3d/using_transforms.html + $DOCS_URL/tutorials/math/index.md + $DOCS_URL/tutorials/math/matrices_and_transforms.md + $DOCS_URL/tutorials/3d/using_transforms.md 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 353803ca92..fa1114be2a 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. - $DOCS_URL/tutorials/math/index.html - $DOCS_URL/tutorials/math/matrices_and_transforms.html + $DOCS_URL/tutorials/math/index.md + $DOCS_URL/tutorials/math/matrices_and_transforms.md 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 e0570f8205..c9250a6c47 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. - $DOCS_URL/tutorials/i18n/internationalizing_games.html - $DOCS_URL/tutorials/i18n/locales.html + $DOCS_URL/tutorials/i18n/internationalizing_games.md + $DOCS_URL/tutorials/i18n/locales.md diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml index 4d940a5331..a5ae59ba63 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. - $DOCS_URL/tutorials/i18n/internationalizing_games.html - $DOCS_URL/tutorials/i18n/locales.html + $DOCS_URL/tutorials/i18n/internationalizing_games.md + $DOCS_URL/tutorials/i18n/locales.md diff --git a/doc/classes/VBoxContainer.xml b/doc/classes/VBoxContainer.xml index ccf4baae76..dd719cebbc 100644 --- a/doc/classes/VBoxContainer.xml +++ b/doc/classes/VBoxContainer.xml @@ -7,7 +7,7 @@ Vertical box container. See [BoxContainer]. - $DOCS_URL/tutorials/ui/gui_containers.html + $DOCS_URL/tutorials/ui/gui_containers.md https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/VSplitContainer.xml b/doc/classes/VSplitContainer.xml index 5f7e209f65..7dfe990c4d 100644 --- a/doc/classes/VSplitContainer.xml +++ b/doc/classes/VSplitContainer.xml @@ -7,7 +7,7 @@ Vertical split container. See [SplitContainer]. This goes from top to bottom. - $DOCS_URL/tutorials/ui/gui_containers.html + $DOCS_URL/tutorials/ui/gui_containers.md diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index c089f2ddf9..c5d0770146 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -47,7 +47,7 @@ Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired. - $DOCS_URL/development/cpp/variant_class.html + $DOCS_URL/development/cpp/variant_class.md diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index a3c1f656ea..aacd734cdd 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -8,12 +8,12 @@ [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]. - $DOCS_URL/tutorials/math/index.html - $DOCS_URL/tutorials/math/vector_math.html - $DOCS_URL/tutorials/math/vectors_advanced.html + $DOCS_URL/tutorials/math/index.md + $DOCS_URL/tutorials/math/vector_math.md + $DOCS_URL/tutorials/math/vectors_advanced.md 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 + https://github.com/Relintai/pandemonium_demo_projects/tree/master/2d diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index dd76d4b68b..4b292bcff7 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -8,12 +8,12 @@ [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]. - $DOCS_URL/tutorials/math/index.html - $DOCS_URL/tutorials/math/vector_math.html - $DOCS_URL/tutorials/math/vectors_advanced.html + $DOCS_URL/tutorials/math/index.md + $DOCS_URL/tutorials/math/vector_math.md + $DOCS_URL/tutorials/math/vectors_advanced.md 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 + https://github.com/Relintai/pandemonium_demo_projects/tree/master/3d diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 268301ebce..d862ffae30 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -13,8 +13,8 @@ [b]Note:[/b] By default, a newly created Viewport in Godot 3.x will appear to be upside down. Enabling [member render_target_v_flip] will display the Viewport with the correct orientation. - $DOCS_URL/tutorials/2d/2d_transforms.html - $DOCS_URL/tutorials/rendering/index.html + $DOCS_URL/tutorials/2d/2d_transforms.md + $DOCS_URL/tutorials/rendering/index.md 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/World2D.xml b/doc/classes/World2D.xml index 6ef4ba8e4a..c8939f4296 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, a navigation map and a sound space. 2D nodes register their resources into the current 2D world. - $DOCS_URL/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/ray-casting.md diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml index ac8bbdbac5..aab3f30b7d 100644 --- a/doc/classes/World3D.xml +++ b/doc/classes/World3D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a world. A physics space, a visual scenario, a navigation map and a sound space. Spatial nodes register their resources into the current world. - $DOCS_URL/tutorials/physics/ray-casting.html + $DOCS_URL/tutorials/physics/ray-casting.md diff --git a/doc/classes/WorldEnvironment3D.xml b/doc/classes/WorldEnvironment3D.xml index 4ed96df800..87750ae9ee 100644 --- a/doc/classes/WorldEnvironment3D.xml +++ b/doc/classes/WorldEnvironment3D.xml @@ -9,7 +9,7 @@ The [WorldEnvironment3D] 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. - $DOCS_URL/tutorials/3d/environment_and_post_processing.html + $DOCS_URL/tutorials/3d/environment_and_post_processing.md https://godotengine.org/asset-library/asset/123 https://godotengine.org/asset-library/asset/110 https://godotengine.org/asset-library/asset/678 diff --git a/modules/cscript/doc_classes/CScript.xml b/modules/cscript/doc_classes/CScript.xml index 16ccdae903..7d21b459e5 100644 --- a/modules/cscript/doc_classes/CScript.xml +++ b/modules/cscript/doc_classes/CScript.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. - $DOCS_URL/tutorials/scripting/gdscript/index.html + $DOCS_URL/tutorials/scripting/gdscript/index.md diff --git a/modules/csg/doc_classes/CSGBox.xml b/modules/csg/doc_classes/CSGBox.xml index b8796c82ab..2d24fb8269 100644 --- a/modules/csg/doc_classes/CSGBox.xml +++ b/modules/csg/doc_classes/CSGBox.xml @@ -8,7 +8,7 @@ [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay. - $DOCS_URL/tutorials/3d/csg_tools.html + $DOCS_URL/tutorials/3d/csg_tools.md diff --git a/modules/csg/doc_classes/CSGCombiner.xml b/modules/csg/doc_classes/CSGCombiner.xml index c78e9d2768..56fd0839c2 100644 --- a/modules/csg/doc_classes/CSGCombiner.xml +++ b/modules/csg/doc_classes/CSGCombiner.xml @@ -8,7 +8,7 @@ [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay. - $DOCS_URL/tutorials/3d/csg_tools.html + $DOCS_URL/tutorials/3d/csg_tools.md diff --git a/modules/csg/doc_classes/CSGCylinder.xml b/modules/csg/doc_classes/CSGCylinder.xml index 2380ede01b..a0bef9027d 100644 --- a/modules/csg/doc_classes/CSGCylinder.xml +++ b/modules/csg/doc_classes/CSGCylinder.xml @@ -8,7 +8,7 @@ [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay. - $DOCS_URL/tutorials/3d/csg_tools.html + $DOCS_URL/tutorials/3d/csg_tools.md diff --git a/modules/csg/doc_classes/CSGMesh.xml b/modules/csg/doc_classes/CSGMesh.xml index d592c8f960..6f22757dbf 100644 --- a/modules/csg/doc_classes/CSGMesh.xml +++ b/modules/csg/doc_classes/CSGMesh.xml @@ -8,7 +8,7 @@ [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay. - $DOCS_URL/tutorials/3d/csg_tools.html + $DOCS_URL/tutorials/3d/csg_tools.md diff --git a/modules/csg/doc_classes/CSGPolygon.xml b/modules/csg/doc_classes/CSGPolygon.xml index 69ebdcd09d..83b4c3aee9 100644 --- a/modules/csg/doc_classes/CSGPolygon.xml +++ b/modules/csg/doc_classes/CSGPolygon.xml @@ -8,7 +8,7 @@ [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay. - $DOCS_URL/tutorials/3d/csg_tools.html + $DOCS_URL/tutorials/3d/csg_tools.md diff --git a/modules/csg/doc_classes/CSGPrimitive.xml b/modules/csg/doc_classes/CSGPrimitive.xml index f2b2a64581..036f378782 100644 --- a/modules/csg/doc_classes/CSGPrimitive.xml +++ b/modules/csg/doc_classes/CSGPrimitive.xml @@ -8,7 +8,7 @@ [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay. - $DOCS_URL/tutorials/3d/csg_tools.html + $DOCS_URL/tutorials/3d/csg_tools.md diff --git a/modules/csg/doc_classes/CSGShape.xml b/modules/csg/doc_classes/CSGShape.xml index 0a2400ac5b..e94cf0aa4c 100644 --- a/modules/csg/doc_classes/CSGShape.xml +++ b/modules/csg/doc_classes/CSGShape.xml @@ -8,7 +8,7 @@ [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay. - $DOCS_URL/tutorials/3d/csg_tools.html + $DOCS_URL/tutorials/3d/csg_tools.md diff --git a/modules/csg/doc_classes/CSGSphere.xml b/modules/csg/doc_classes/CSGSphere.xml index 5690a1c7d9..ef70ddfad8 100644 --- a/modules/csg/doc_classes/CSGSphere.xml +++ b/modules/csg/doc_classes/CSGSphere.xml @@ -8,7 +8,7 @@ [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay. - $DOCS_URL/tutorials/3d/csg_tools.html + $DOCS_URL/tutorials/3d/csg_tools.md diff --git a/modules/csg/doc_classes/CSGTorus.xml b/modules/csg/doc_classes/CSGTorus.xml index 3c6aca2369..92961afd00 100644 --- a/modules/csg/doc_classes/CSGTorus.xml +++ b/modules/csg/doc_classes/CSGTorus.xml @@ -8,7 +8,7 @@ [b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay. - $DOCS_URL/tutorials/3d/csg_tools.html + $DOCS_URL/tutorials/3d/csg_tools.md diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml index 060ef4ddc7..abbe196ab2 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. - $DOCS_URL/tutorials/networking/high_level_multiplayer.html + $DOCS_URL/tutorials/networking/high_level_multiplayer.md http://enet.bespin.org/usergroup0.html diff --git a/modules/gdnative/doc_classes/GDNativeLibrary.xml b/modules/gdnative/doc_classes/GDNativeLibrary.xml index 71cc37a3f3..a985a62c8b 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. - $DOCS_URL/tutorials/scripting/gdnative/gdnative_c_example.html - $DOCS_URL/tutorials/scripting/gdnative/gdnative_cpp_example.html + $DOCS_URL/tutorials/scripting/gdnative/gdnative_c_example.md + $DOCS_URL/tutorials/scripting/gdnative/gdnative_cpp_example.md diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml index 1b8cfd56e0..0d277ec143 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. - $DOCS_URL/tutorials/scripting/gdscript/index.html + $DOCS_URL/tutorials/scripting/gdscript/index.md diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml index e6e7098c0c..6c64fdc692 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. - $DOCS_URL/tutorials/3d/using_gridmaps.html + $DOCS_URL/tutorials/3d/using_gridmaps.md https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/126 diff --git a/modules/skeleton_2d/doc_classes/Skeleton2D.xml b/modules/skeleton_2d/doc_classes/Skeleton2D.xml index 1cee3b065a..de97733190 100644 --- a/modules/skeleton_2d/doc_classes/Skeleton2D.xml +++ b/modules/skeleton_2d/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. - $DOCS_URL/tutorials/animation/2d_skeletons.html + $DOCS_URL/tutorials/animation/2d_skeletons.md