diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 6b897234b765..fac0305139ce 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -9,9 +9,9 @@ [b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates. - https://docs.godotengine.org/en/3.2/tutorials/math/index.html - https://docs.godotengine.org/en/3.2/tutorials/math/vector_math.html - https://docs.godotengine.org/en/3.2/tutorials/math/vectors_advanced.html + https://docs.godotengine.org/en/3.3/tutorials/math/index.html + https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html + https://docs.godotengine.org/en/3.3/tutorials/math/vectors_advanced.html diff --git a/doc/classes/ARVRCamera.xml b/doc/classes/ARVRCamera.xml index fecf1de837bd..01aa21fcd2af 100644 --- a/doc/classes/ARVRCamera.xml +++ b/doc/classes/ARVRCamera.xml @@ -8,7 +8,7 @@ The position and orientation of this node is automatically updated by the ARVR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the ARVR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the ARVRCamera can lag a few milliseconds behind what is used for rendering as a result. - https://docs.godotengine.org/en/3.2/tutorials/vr/index.html + https://docs.godotengine.org/en/3.3/tutorials/vr/index.html diff --git a/doc/classes/ARVRController.xml b/doc/classes/ARVRController.xml index 2ccf83c879e5..990d253e4e04 100644 --- a/doc/classes/ARVRController.xml +++ b/doc/classes/ARVRController.xml @@ -9,7 +9,7 @@ The position of the controller node is automatically updated by the [ARVRServer]. This makes this node ideal to add child nodes to visualize the controller. - https://docs.godotengine.org/en/3.2/tutorials/vr/index.html + https://docs.godotengine.org/en/3.3/tutorials/vr/index.html diff --git a/doc/classes/ARVRInterface.xml b/doc/classes/ARVRInterface.xml index 3991d65462b3..bd724f5fdd6a 100644 --- a/doc/classes/ARVRInterface.xml +++ b/doc/classes/ARVRInterface.xml @@ -8,7 +8,7 @@ Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [ARVRServer]. - https://docs.godotengine.org/en/3.2/tutorials/vr/index.html + https://docs.godotengine.org/en/3.3/tutorials/vr/index.html diff --git a/doc/classes/ARVROrigin.xml b/doc/classes/ARVROrigin.xml index 3ba4f0cc3fda..1ce8dfa93c12 100644 --- a/doc/classes/ARVROrigin.xml +++ b/doc/classes/ARVROrigin.xml @@ -10,7 +10,7 @@ For example, if your character is driving a car, the ARVROrigin node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node. - https://docs.godotengine.org/en/3.2/tutorials/vr/index.html + https://docs.godotengine.org/en/3.3/tutorials/vr/index.html diff --git a/doc/classes/ARVRPositionalTracker.xml b/doc/classes/ARVRPositionalTracker.xml index a1bbab7882d7..73defd36e5c8 100644 --- a/doc/classes/ARVRPositionalTracker.xml +++ b/doc/classes/ARVRPositionalTracker.xml @@ -9,7 +9,7 @@ The [ARVRController] and [ARVRAnchor] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them. - https://docs.godotengine.org/en/3.2/tutorials/vr/index.html + https://docs.godotengine.org/en/3.3/tutorials/vr/index.html diff --git a/doc/classes/ARVRServer.xml b/doc/classes/ARVRServer.xml index eb1a66f4a4f3..f966f0f65f62 100644 --- a/doc/classes/ARVRServer.xml +++ b/doc/classes/ARVRServer.xml @@ -7,7 +7,7 @@ The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing. - https://docs.godotengine.org/en/3.2/tutorials/vr/index.html + https://docs.godotengine.org/en/3.3/tutorials/vr/index.html diff --git a/doc/classes/AnimatedSprite.xml b/doc/classes/AnimatedSprite.xml index 33fc57a2f507..6385072939f6 100644 --- a/doc/classes/AnimatedSprite.xml +++ b/doc/classes/AnimatedSprite.xml @@ -8,7 +8,7 @@ [b]Note:[/b] You can associate a set of normal maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] suffix. For example, having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/code] will make it so the [code]run[/code] animation uses the normal map. - https://docs.godotengine.org/en/3.2/tutorials/2d/2d_sprite_animation.html + https://docs.godotengine.org/en/3.3/tutorials/2d/2d_sprite_animation.html https://godotengine.org/asset-library/asset/515 diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml index a227d83062b9..f85906a7ccdf 100644 --- a/doc/classes/AnimatedSprite3D.xml +++ b/doc/classes/AnimatedSprite3D.xml @@ -7,7 +7,7 @@ Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. - https://docs.godotengine.org/en/3.2/tutorials/2d/2d_sprite_animation.html + https://docs.godotengine.org/en/3.3/tutorials/2d/2d_sprite_animation.html diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 3519ce13b86e..626a1fa9d037 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -17,7 +17,7 @@ Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types. - https://docs.godotengine.org/en/3.2/tutorials/animation/index.html + https://docs.godotengine.org/en/3.3/tutorials/animation/index.html diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index f4ad1c1764c0..7e44b012d46f 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -8,7 +8,7 @@ Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead. - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml index a15ff845468c..a4f2c6cd6d16 100644 --- a/doc/classes/AnimationNodeAdd2.xml +++ b/doc/classes/AnimationNodeAdd2.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range. - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml index e6d4a72129d9..b8764aabd93a 100644 --- a/doc/classes/AnimationNodeAdd3.xml +++ b/doc/classes/AnimationNodeAdd3.xml @@ -11,7 +11,7 @@ - A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeAnimation.xml b/doc/classes/AnimationNodeAnimation.xml index d84cf2b6d16b..8b17084c61d8 100644 --- a/doc/classes/AnimationNodeAnimation.xml +++ b/doc/classes/AnimationNodeAnimation.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together. - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeBlend2.xml b/doc/classes/AnimationNodeBlend2.xml index d86f982b388d..a33d313b0bae 100644 --- a/doc/classes/AnimationNodeBlend2.xml +++ b/doc/classes/AnimationNodeBlend2.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range. - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeBlend3.xml b/doc/classes/AnimationNodeBlend3.xml index 21070a35d788..7ab5b911c4c9 100644 --- a/doc/classes/AnimationNodeBlend3.xml +++ b/doc/classes/AnimationNodeBlend3.xml @@ -11,7 +11,7 @@ - A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml index 5d2203ab024b..e14b80e44aa7 100644 --- a/doc/classes/AnimationNodeBlendSpace1D.xml +++ b/doc/classes/AnimationNodeBlendSpace1D.xml @@ -10,7 +10,7 @@ You can set the extents of the axis using the [member min_space] and [member max_space]. - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml index 7315fb27fc52..eb41cecdf3aa 100644 --- a/doc/classes/AnimationNodeBlendSpace2D.xml +++ b/doc/classes/AnimationNodeBlendSpace2D.xml @@ -9,7 +9,7 @@ You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand. - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml index 3e7cd5056a2a..262632dccc6a 100644 --- a/doc/classes/AnimationNodeBlendTree.xml +++ b/doc/classes/AnimationNodeBlendTree.xml @@ -7,7 +7,7 @@ This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots. - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index 01c1efd10f32..2bc939ed4ecf 100644 --- a/doc/classes/AnimationNodeOneShot.xml +++ b/doc/classes/AnimationNodeOneShot.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters. - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeOutput.xml b/doc/classes/AnimationNodeOutput.xml index 1752b98cf804..c6160b578658 100644 --- a/doc/classes/AnimationNodeOutput.xml +++ b/doc/classes/AnimationNodeOutput.xml @@ -6,7 +6,7 @@ - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationNodeStateMachine.xml b/doc/classes/AnimationNodeStateMachine.xml index 7e1389185703..04b2e720b034 100644 --- a/doc/classes/AnimationNodeStateMachine.xml +++ b/doc/classes/AnimationNodeStateMachine.xml @@ -12,7 +12,7 @@ [/codeblock] - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml index 591921f93adb..c0fb03c400ef 100644 --- a/doc/classes/AnimationNodeStateMachinePlayback.xml +++ b/doc/classes/AnimationNodeStateMachinePlayback.xml @@ -12,7 +12,7 @@ [/codeblock] - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index e86ffdda242d..162f93fdb915 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -5,13 +5,13 @@ - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html - Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]: + Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]: [codeblock] $animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0) [/codeblock] diff --git a/doc/classes/AnimationNodeTimeScale.xml b/doc/classes/AnimationNodeTimeScale.xml index d52b88fda33c..c7d619c15c4d 100644 --- a/doc/classes/AnimationNodeTimeScale.xml +++ b/doc/classes/AnimationNodeTimeScale.xml @@ -7,7 +7,7 @@ Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation. - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 diff --git a/doc/classes/AnimationNodeTimeSeek.xml b/doc/classes/AnimationNodeTimeSeek.xml index 7f4f0a2ad91b..f9afb2bcb0ca 100644 --- a/doc/classes/AnimationNodeTimeSeek.xml +++ b/doc/classes/AnimationNodeTimeSeek.xml @@ -7,7 +7,7 @@ This node can be used to cause a seek command to happen to any sub-children of the graph. After setting the time, this value returns to -1. - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml index aabeb6f51155..9004dd6b96d0 100644 --- a/doc/classes/AnimationNodeTransition.xml +++ b/doc/classes/AnimationNodeTransition.xml @@ -7,7 +7,7 @@ Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified. - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index fd7c0c871d2d..6cb9baf3b527 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -9,8 +9,8 @@ Updating the target properties of animations occurs at process time. - https://docs.godotengine.org/en/3.2/tutorials/animation/index.html - https://docs.godotengine.org/en/3.2/tutorials/2d/2d_sprite_animation.html + https://docs.godotengine.org/en/3.3/tutorials/animation/index.html + https://docs.godotengine.org/en/3.3/tutorials/2d/2d_sprite_animation.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 1afaede2ba6d..0112c54de68c 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -7,7 +7,7 @@ Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationTreePlayer.xml b/doc/classes/AnimationTreePlayer.xml index 24f74fac530d..d48e887a7924 100644 --- a/doc/classes/AnimationTreePlayer.xml +++ b/doc/classes/AnimationTreePlayer.xml @@ -9,7 +9,7 @@ See [AnimationTree] for a more full-featured replacement of this node. - https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html diff --git a/doc/classes/Area.xml b/doc/classes/Area.xml index e372b4117c68..13b562b82b06 100644 --- a/doc/classes/Area.xml +++ b/doc/classes/Area.xml @@ -99,10 +99,10 @@ If [code]true[/code], the area's audio bus overrides the default audio bus. - The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction. diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 15b058e41651..c4054d48f831 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -7,7 +7,7 @@ 2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping). - https://docs.godotengine.org/en/3.2/tutorials/physics/using_area_2d.html + https://docs.godotengine.org/en/3.3/tutorials/physics/using_area_2d.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/121 https://godotengine.org/asset-library/asset/120 @@ -101,10 +101,10 @@ If [code]true[/code], the area's audio bus overrides the default audio bus. - The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction. diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index 308a0b0e4ad5..49777deb2adf 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -26,7 +26,7 @@ [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. - https://docs.godotengine.org/en/3.2/tutorials/content/procedural_geometry/arraymesh.html + https://docs.godotengine.org/en/3.3/tutorials/content/procedural_geometry/arraymesh.html diff --git a/doc/classes/AudioEffectDistortion.xml b/doc/classes/AudioEffectDistortion.xml index 41b06acfcbfb..717d1cade288 100644 --- a/doc/classes/AudioEffectDistortion.xml +++ b/doc/classes/AudioEffectDistortion.xml @@ -9,7 +9,7 @@ By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently. - https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectFilter.xml b/doc/classes/AudioEffectFilter.xml index 2b11e0a2dd8e..79f1629b219c 100644 --- a/doc/classes/AudioEffectFilter.xml +++ b/doc/classes/AudioEffectFilter.xml @@ -7,7 +7,7 @@ Allows frequencies other than the [member cutoff_hz] to pass. - https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectHighShelfFilter.xml b/doc/classes/AudioEffectHighShelfFilter.xml index 1ddbe15c49f7..b73f79ea6848 100644 --- a/doc/classes/AudioEffectHighShelfFilter.xml +++ b/doc/classes/AudioEffectHighShelfFilter.xml @@ -6,7 +6,7 @@ - https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectLowShelfFilter.xml b/doc/classes/AudioEffectLowShelfFilter.xml index 05901f95d836..2f7da5f00473 100644 --- a/doc/classes/AudioEffectLowShelfFilter.xml +++ b/doc/classes/AudioEffectLowShelfFilter.xml @@ -6,7 +6,7 @@ - https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml index ab2f3e814ae7..0eedda0c98f7 100644 --- a/doc/classes/AudioEffectRecord.xml +++ b/doc/classes/AudioEffectRecord.xml @@ -7,7 +7,7 @@ Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample. - https://docs.godotengine.org/en/3.2/tutorials/audio/recording_with_microphone.html + https://docs.godotengine.org/en/3.3/tutorials/audio/recording_with_microphone.html https://godotengine.org/asset-library/asset/527 diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index 0865f0a64fd3..31a32ee1ef43 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -7,7 +7,7 @@ [AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface. - https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html https://godotengine.org/asset-library/asset/525 https://godotengine.org/asset-library/asset/527 https://godotengine.org/asset-library/asset/528 diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml index 0399f9bc4654..8845cfcaa5d1 100644 --- a/doc/classes/AudioStream.xml +++ b/doc/classes/AudioStream.xml @@ -7,7 +7,7 @@ Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats. - https://docs.godotengine.org/en/3.2/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.3/tutorials/audio/audio_streams.html https://godotengine.org/asset-library/asset/526 https://godotengine.org/asset-library/asset/527 https://godotengine.org/asset-library/asset/528 diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml index 1331c26a0717..e68607b6277a 100644 --- a/doc/classes/AudioStreamPlayer.xml +++ b/doc/classes/AudioStreamPlayer.xml @@ -7,7 +7,7 @@ Plays an audio stream non-positionally. - https://docs.godotengine.org/en/3.2/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.3/tutorials/audio/audio_streams.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/525 https://godotengine.org/asset-library/asset/526 diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index d1ae5a19c837..023d65036b17 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -7,7 +7,7 @@ Plays audio that dampens with distance from screen center. - https://docs.godotengine.org/en/3.2/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.3/tutorials/audio/audio_streams.html diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index be397eee3484..6af3f0d4526f 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -8,7 +8,7 @@ By default, audio is heard from the camera position. This can be changed by adding a [Listener] node to the scene and enabling it by calling [method Listener.make_current] on it. - https://docs.godotengine.org/en/3.2/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.3/tutorials/audio/audio_streams.html diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml index 96181763cac9..d7db0a95e8b5 100644 --- a/doc/classes/BakedLightmap.xml +++ b/doc/classes/BakedLightmap.xml @@ -7,7 +7,7 @@ Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time. - https://docs.godotengine.org/en/3.2/tutorials/3d/baked_lightmaps.html + https://docs.godotengine.org/en/3.3/tutorials/3d/baked_lightmaps.html diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 0d403d846f69..e8bf7d401150 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -10,9 +10,9 @@ For more information, read the "Matrices and transforms" documentation article. - https://docs.godotengine.org/en/3.2/tutorials/math/index.html - https://docs.godotengine.org/en/3.2/tutorials/math/matrices_and_transforms.html - https://docs.godotengine.org/en/3.2/tutorials/3d/using_transforms.html + https://docs.godotengine.org/en/3.3/tutorials/math/index.html + https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html + https://docs.godotengine.org/en/3.3/tutorials/3d/using_transforms.html https://godotengine.org/asset-library/asset/584 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml index e1766cb43642..26c22df006ff 100644 --- a/doc/classes/CPUParticles2D.xml +++ b/doc/classes/CPUParticles2D.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-fly and doesn't need to be configured by the user. - https://docs.godotengine.org/en/3.2/tutorials/2d/particle_systems_2d.html + https://docs.godotengine.org/en/3.3/tutorials/2d/particle_systems_2d.html diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 9c088e41c284..79da1f67afda 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -12,8 +12,8 @@ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad]. - https://docs.godotengine.org/en/3.2/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/3.2/tutorials/2d/custom_drawing_in_2d.html + https://docs.godotengine.org/en/3.3/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.3/tutorials/2d/custom_drawing_in_2d.html https://godotengine.org/asset-library/asset/528 diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index a51b1845725c..5c75222a1280 100644 --- a/doc/classes/CanvasLayer.xml +++ b/doc/classes/CanvasLayer.xml @@ -7,8 +7,8 @@ Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). - https://docs.godotengine.org/en/3.2/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/3.2/tutorials/2d/canvas_layers.html + https://docs.godotengine.org/en/3.3/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.3/tutorials/2d/canvas_layers.html https://godotengine.org/asset-library/asset/515 diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index 4cc3965624a5..e1bc7e8ce4a6 100644 --- a/doc/classes/CharFXTransform.xml +++ b/doc/classes/CharFXTransform.xml @@ -7,7 +7,7 @@ By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. - https://docs.godotengine.org/en/3.2/tutorials/gui/bbcode_in_richtextlabel.html + https://docs.godotengine.org/en/3.3/tutorials/gui/bbcode_in_richtextlabel.html https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project diff --git a/doc/classes/ClippedCamera.xml b/doc/classes/ClippedCamera.xml index 62ef8229ba02..2a703a8422dc 100644 --- a/doc/classes/ClippedCamera.xml +++ b/doc/classes/ClippedCamera.xml @@ -90,7 +90,7 @@ If [code]true[/code], the camera stops on contact with [PhysicsBody]s. - The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The camera's collision margin. The camera can't get closer than this distance to a colliding object. diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape.xml index 0904334a9fa9..e89bba6bf7c8 100644 --- a/doc/classes/CollisionShape.xml +++ b/doc/classes/CollisionShape.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject.shape_owner_get_shape] to get the actual shape. - https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html https://godotengine.org/asset-library/asset/126 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml index 05129ddd788c..3ed90a4b4387 100644 --- a/doc/classes/CollisionShape2D.xml +++ b/doc/classes/CollisionShape2D.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape. - https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/121 https://godotengine.org/asset-library/asset/113 diff --git a/doc/classes/ConfigFile.xml b/doc/classes/ConfigFile.xml index a5c837e353f7..4d4114906c12 100644 --- a/doc/classes/ConfigFile.xml +++ b/doc/classes/ConfigFile.xml @@ -31,6 +31,12 @@ + + + + + + diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index af6bbb6dc503..c3d74358514c 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -14,8 +14,8 @@ [b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use [method get_color], [method get_constant], [method get_font], [method get_icon], [method get_stylebox], and the [code]add_*_override[/code] methods provided by this class. - https://docs.godotengine.org/en/3.2/tutorials/gui/index.html - https://docs.godotengine.org/en/3.2/tutorials/2d/custom_drawing_in_2d.html + https://docs.godotengine.org/en/3.3/tutorials/gui/index.html + https://docs.godotengine.org/en/3.3/tutorials/2d/custom_drawing_in_2d.html https://docs.godotengine.org/en/latest/tutorials/ui/control_node_gallery.html https://github.com/godotengine/godot-demo-projects/tree/master/gui @@ -872,6 +872,10 @@ theme.set_color("font_color", "TooltipLabel", Color(0, 1, 1)) [/codeblock] + + Enables whether input should propagate when you close the control as modal. + If [code]false[/code], stops event handling at the viewport input event handling. The viewport first hides the modal and after marks the input as handled. + Distance between the node's bottom edge and its parent control, based on [member anchor_bottom]. Margins are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Margins update automatically when you move or resize the node. @@ -895,10 +899,6 @@ Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does. - - Enables whether input should propagate when you close the control as modal. - If [code]false[/code], stops event handling at the viewport input event handling. The viewport first hides the modal and after marks the input as handled. - Enables whether rendering of [CanvasItem] based children should be clipped to this control's rectangle. If [code]true[/code], parts of a child which would be visibly outside of this control's rectangle will not be rendered. @@ -919,7 +919,7 @@ The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value. - [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/3.2/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. + [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/3.3/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property. diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index dba2c9c12d05..a2bb3cc0a917 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -84,7 +84,7 @@ [b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized. - https://docs.godotengine.org/en/3.2/getting_started/scripting/gdscript/gdscript_basics.html#dictionary + https://docs.godotengine.org/en/3.3/getting_started/scripting/gdscript/gdscript_basics.html#dictionary https://godotengine.org/asset-library/asset/676 https://godotengine.org/asset-library/asset/677 diff --git a/doc/classes/DirectionalLight.xml b/doc/classes/DirectionalLight.xml index 09ef8d67ce4b..d4f7f548488a 100644 --- a/doc/classes/DirectionalLight.xml +++ b/doc/classes/DirectionalLight.xml @@ -7,7 +7,7 @@ A directional light is a type of [Light] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored. Only the basis is used to determine light direction. - https://docs.godotengine.org/en/3.2/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.3/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index 0df1c389c420..5ac59ff24523 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -24,7 +24,7 @@ [/codeblock] - https://docs.godotengine.org/en/3.2/getting_started/step_by_step/filesystem.html + https://docs.godotengine.org/en/3.3/getting_started/step_by_step/filesystem.html diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index b8c1fb7291b4..51a81ac2b2a5 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -48,7 +48,7 @@ [/codeblock] - https://docs.godotengine.org/en/3.2/tutorials/plugins/editor/import_plugins.html + https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/import_plugins.html diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 9fc6e23a4d6d..5aca7d49715d 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -7,7 +7,7 @@ Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor. - https://docs.godotengine.org/en/3.2/tutorials/plugins/editor/index.html + https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/index.html diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index c759b27625d1..f58b03d9a413 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -26,7 +26,7 @@ [/codeblock] - https://docs.godotengine.org/en/3.2/getting_started/workflow/assets/importing_scenes.html#custom-script + https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_scenes.html#custom-script diff --git a/doc/classes/EditorSpatialGizmoPlugin.xml b/doc/classes/EditorSpatialGizmoPlugin.xml index 5763db625d54..cd43fec4a9be 100644 --- a/doc/classes/EditorSpatialGizmoPlugin.xml +++ b/doc/classes/EditorSpatialGizmoPlugin.xml @@ -7,7 +7,7 @@ EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the documentation for more info. - https://docs.godotengine.org/en/3.2/tutorials/plugins/editor/spatial_gizmos.html + https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/spatial_gizmos.html diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 1d7f821afc68..ea1db1cab1de 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -12,8 +12,8 @@ These effects will only apply when the [Viewport]'s intended usage is "3D" or "3D Without Effects". This can be configured for the root Viewport with [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation], or for specific Viewports via the [member Viewport.usage] property. - https://docs.godotengine.org/en/3.2/tutorials/3d/environment_and_post_processing.html - https://docs.godotengine.org/en/3.2/tutorials/3d/high_dynamic_range.html + https://docs.godotengine.org/en/3.3/tutorials/3d/environment_and_post_processing.html + https://docs.godotengine.org/en/3.3/tutorials/3d/high_dynamic_range.html https://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 e1bd596a34cd..d98765ea10be 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -20,12 +20,12 @@ file.close() return content [/codeblock] - In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/3.2/tutorials/io/data_paths.html]Data paths[/url] documentation. + In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/3.3/tutorials/io/data_paths.html]Data paths[/url] documentation. [b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package. [b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals. - https://docs.godotengine.org/en/3.2/getting_started/step_by_step/filesystem.html + https://docs.godotengine.org/en/3.3/getting_started/step_by_step/filesystem.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml index 2f46e1f78aca..9023b159ebba 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe]. - https://docs.godotengine.org/en/3.2/tutorials/3d/gi_probes.html + https://docs.godotengine.org/en/3.3/tutorials/3d/gi_probes.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index e9bdc56178ea..66bc155c29f9 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -12,8 +12,8 @@ [b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error. - https://docs.godotengine.org/en/3.2/tutorials/networking/http_client_class.html - https://docs.godotengine.org/en/3.2/tutorials/networking/ssl_certificates.html + https://docs.godotengine.org/en/3.3/tutorials/networking/http_client_class.html + https://docs.godotengine.org/en/3.3/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 269fe0bf6592..280350d7bdb3 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -68,8 +68,8 @@ [b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error. - https://docs.godotengine.org/en/3.2/tutorials/networking/http_request_class.html - https://docs.godotengine.org/en/3.2/tutorials/networking/ssl_certificates.html + https://docs.godotengine.org/en/3.3/tutorials/networking/http_request_class.html + https://docs.godotengine.org/en/3.3/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 16b6fc97801f..358ea37037fa 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -9,7 +9,7 @@ [b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import. - https://docs.godotengine.org/en/3.2/getting_started/workflow/assets/importing_images.html + https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_images.html @@ -332,7 +332,7 @@ - Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/3.2/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations. + Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations. [b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the [code]user://[/code] directory, and may not work in exported projects. See also [ImageTexture] description for usage examples. diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml index 1ee3f2bd0090..c18ebc59f052 100644 --- a/doc/classes/ImageTexture.xml +++ b/doc/classes/ImageTexture.xml @@ -28,7 +28,7 @@ [b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations. - https://docs.godotengine.org/en/3.2/getting_started/workflow/assets/importing_images.html + https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_images.html diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index db525981a26a..49144c7e6de1 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -7,7 +7,7 @@ A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or with the [InputMap] class. - https://docs.godotengine.org/en/3.2/tutorials/inputs/index.html + https://docs.godotengine.org/en/3.3/tutorials/inputs/index.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml index e4a61459af40..6e3f8718e8ed 100644 --- a/doc/classes/InputEvent.xml +++ b/doc/classes/InputEvent.xml @@ -7,8 +7,8 @@ Base class of all sort of input event. See [method Node._input]. - https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html - https://docs.godotengine.org/en/3.2/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.3/tutorials/2d/2d_transforms.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml index 7c3b1b742867..ecc5b27dd2be 100644 --- a/doc/classes/InputEventAction.xml +++ b/doc/classes/InputEventAction.xml @@ -7,7 +7,7 @@ Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b] menu. See [method Node._input]. - https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html#actions + https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html#actions https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml index a9750b1e0c72..142a9e9c789a 100644 --- a/doc/classes/InputEventJoypadButton.xml +++ b/doc/classes/InputEventJoypadButton.xml @@ -7,7 +7,7 @@ Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion]. - https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml index 8d3923f835ec..4bb8223a433d 100644 --- a/doc/classes/InputEventJoypadMotion.xml +++ b/doc/classes/InputEventJoypadMotion.xml @@ -7,7 +7,7 @@ Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time. - https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index 95b28f87aa70..386b74572ff1 100644 --- a/doc/classes/InputEventKey.xml +++ b/doc/classes/InputEventKey.xml @@ -7,7 +7,7 @@ Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events. - https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml index 0c0240b23074..b3d19f824350 100644 --- a/doc/classes/InputEventMouse.xml +++ b/doc/classes/InputEventMouse.xml @@ -7,7 +7,7 @@ Stores general mouse events information. - https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml index 5a4628b641f7..6d0a4776e366 100644 --- a/doc/classes/InputEventMouseButton.xml +++ b/doc/classes/InputEventMouseButton.xml @@ -7,7 +7,7 @@ Contains mouse click information. See [method Node._input]. - https://docs.godotengine.org/en/3.2/tutorials/inputs/mouse_and_input_coordinates.html + https://docs.godotengine.org/en/3.3/tutorials/inputs/mouse_and_input_coordinates.html diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index f78dfd6c5bbc..257f2443d4a6 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -8,7 +8,7 @@ [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. - https://docs.godotengine.org/en/3.2/tutorials/inputs/mouse_and_input_coordinates.html + https://docs.godotengine.org/en/3.3/tutorials/inputs/mouse_and_input_coordinates.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml index a62807a073a6..6c7f484ab651 100644 --- a/doc/classes/InputEventScreenDrag.xml +++ b/doc/classes/InputEventScreenDrag.xml @@ -7,7 +7,7 @@ Contains screen drag information. See [method Node._input]. - https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml index 9ad8fe88c7a4..d9cbdf12ecb0 100644 --- a/doc/classes/InputEventScreenTouch.xml +++ b/doc/classes/InputEventScreenTouch.xml @@ -8,7 +8,7 @@ Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order. - https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index e4c26549b803..5fa0b2e6be5c 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -7,7 +7,7 @@ Contains keys events information with modifiers support like [code]Shift[/code] or [code]Alt[/code]. See [method Node._input]. - https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index b44dc6033867..5df64c9ae6dc 100644 --- a/doc/classes/InputMap.xml +++ b/doc/classes/InputMap.xml @@ -7,7 +7,7 @@ Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project > Project Settings > Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input]. - https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html#inputmap + https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html#inputmap diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 83afa941469d..c0149986deae 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScript.xml @@ -5,10 +5,10 @@ The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. - [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/3.2/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. + [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/3.3/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. - https://docs.godotengine.org/en/3.2/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script + https://docs.godotengine.org/en/3.3/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index 539cae5d5af0..d340d9194c62 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -9,7 +9,7 @@ [b]Kinematic characters:[/b] KinematicBody also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics. - https://docs.godotengine.org/en/3.2/tutorials/physics/kinematic_character_2d.html + https://docs.godotengine.org/en/3.3/tutorials/physics/kinematic_character_2d.html https://godotengine.org/asset-library/asset/126 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index 09ebd14fb84d..6d98617943b5 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -9,8 +9,8 @@ [b]Kinematic characters:[/b] KinematicBody2D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics. - https://docs.godotengine.org/en/3.2/tutorials/physics/kinematic_character_2d.html - https://docs.godotengine.org/en/3.2/tutorials/physics/using_kinematic_body_2d.html + https://docs.godotengine.org/en/3.3/tutorials/physics/kinematic_character_2d.html + https://docs.godotengine.org/en/3.3/tutorials/physics/using_kinematic_body_2d.html https://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 77eff92737da..70b2a0d10ad7 100644 --- a/doc/classes/Light.xml +++ b/doc/classes/Light.xml @@ -7,7 +7,7 @@ Light is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting. - https://docs.godotengine.org/en/3.2/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.3/tutorials/3d/lights_and_shadows.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index 8c52ee724e61..6859e196b819 100644 --- a/doc/classes/Light2D.xml +++ b/doc/classes/Light2D.xml @@ -8,7 +8,7 @@ [b]Note:[/b] Light2D can also be used as a mask. - https://docs.godotengine.org/en/3.2/tutorials/2d/2d_lights_and_shadows.html + https://docs.godotengine.org/en/3.3/tutorials/2d/2d_lights_and_shadows.html diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml index 4bf5a2b380ce..81a1723e9a62 100644 --- a/doc/classes/LightOccluder2D.xml +++ b/doc/classes/LightOccluder2D.xml @@ -7,7 +7,7 @@ Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed. - https://docs.godotengine.org/en/3.2/tutorials/2d/2d_lights_and_shadows.html + https://docs.godotengine.org/en/3.3/tutorials/2d/2d_lights_and_shadows.html diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index 597eca910ab1..7d91264e1a01 100644 --- a/doc/classes/MeshInstance2D.xml +++ b/doc/classes/MeshInstance2D.xml @@ -7,7 +7,7 @@ Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite] via a tool in the editor toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". - https://docs.godotengine.org/en/3.2/tutorials/2d/2d_meshes.html + https://docs.godotengine.org/en/3.3/tutorials/2d/2d_meshes.html diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 7056d8a5db8d..fb55fd9595d1 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -10,8 +10,8 @@ Since instances may have any behavior, the AABB used for visibility must be provided by the user. - https://docs.godotengine.org/en/3.2/tutorials/3d/vertex_animation/animating_thousands_of_fish.html - https://docs.godotengine.org/en/3.2/tutorials/optimization/using_multimesh.html + https://docs.godotengine.org/en/3.3/tutorials/3d/vertex_animation/animating_thousands_of_fish.html + https://docs.godotengine.org/en/3.3/tutorials/optimization/using_multimesh.html diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance.xml index 4d1c9088db40..ea5fb21653af 100644 --- a/doc/classes/MultiMeshInstance.xml +++ b/doc/classes/MultiMeshInstance.xml @@ -8,9 +8,9 @@ This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands). - https://docs.godotengine.org/en/3.2/tutorials/3d/vertex_animation/animating_thousands_of_fish.html - https://docs.godotengine.org/en/3.2/tutorials/3d/using_multi_mesh_instance.html - https://docs.godotengine.org/en/3.2/tutorials/optimization/using_multimesh.html + https://docs.godotengine.org/en/3.3/tutorials/3d/vertex_animation/animating_thousands_of_fish.html + https://docs.godotengine.org/en/3.3/tutorials/3d/using_multi_mesh_instance.html + https://docs.godotengine.org/en/3.3/tutorials/optimization/using_multimesh.html diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml index f791674bc977..46ea15bb1db4 100644 --- a/doc/classes/Mutex.xml +++ b/doc/classes/Mutex.xml @@ -7,7 +7,7 @@ A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks. - https://docs.godotengine.org/en/3.2/tutorials/threads/using_multiple_threads.html + https://docs.godotengine.org/en/3.3/tutorials/threads/using_multiple_threads.html diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml index fe940b9439f1..270549401e32 100644 --- a/doc/classes/NetworkedMultiplayerPeer.xml +++ b/doc/classes/NetworkedMultiplayerPeer.xml @@ -8,7 +8,7 @@ [b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice. - https://docs.godotengine.org/en/3.2/tutorials/networking/high_level_multiplayer.html + https://docs.godotengine.org/en/3.3/tutorials/networking/high_level_multiplayer.html https://godotengine.org/asset-library/asset/537 diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index d7356d1712ce..7265dae42c21 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -17,7 +17,7 @@ [b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. - https://docs.godotengine.org/en/3.2/getting_started/step_by_step/scenes_and_nodes.html + https://docs.godotengine.org/en/3.3/getting_started/step_by_step/scenes_and_nodes.html https://github.com/godotengine/godot-demo-projects/ diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index d8ac8c700da8..7b86e89dbfae 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -7,7 +7,7 @@ A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order. - https://docs.godotengine.org/en/3.2/tutorials/2d/custom_drawing_in_2d.html + https://docs.godotengine.org/en/3.3/tutorials/2d/custom_drawing_in_2d.html https://github.com/godotengine/godot-demo-projects/tree/master/2d diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 8fb1d0dd9507..8db8db901485 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -658,7 +658,7 @@ - Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=https://docs.godotengine.org/en/3.2/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details. + Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=https://docs.godotengine.org/en/3.3/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details. [b]Note:[/b] Tag names are case-sensitive. diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 0e2e395c93a7..6fc117014d8d 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -21,8 +21,8 @@ [b]Note:[/b] Due to a bug, you can't create a "plain" Object using [code]Object.new()[/code]. Instead, use [code]ClassDB.instance("Object")[/code]. This bug only applies to Object itself, not any of its descendents like [Reference]. - https://docs.godotengine.org/en/3.2/getting_started/workflow/best_practices/node_alternatives.html - https://docs.godotengine.org/en/3.2/getting_started/scripting/gdscript/gdscript_exports.html#advanced-exports + https://docs.godotengine.org/en/3.3/getting_started/workflow/best_practices/node_alternatives.html + https://docs.godotengine.org/en/3.3/getting_started/scripting/gdscript/gdscript_exports.html#advanced-exports diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml index 6d043c180475..f098413c41c1 100644 --- a/doc/classes/OmniLight.xml +++ b/doc/classes/OmniLight.xml @@ -8,7 +8,7 @@ [b]Note:[/b] By default, only 32 OmniLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase [member ProjectSettings.rendering/limits/rendering/max_lights_per_object] at the cost of shader compilation times. - https://docs.godotengine.org/en/3.2/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.3/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml index 2c6301befbd4..0bbecd15b922 100644 --- a/doc/classes/Particles.xml +++ b/doc/classes/Particles.xml @@ -10,7 +10,7 @@ [b]Note:[/b] After working on a Particles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choose [b]Generate Visibility AABB[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle. - https://docs.godotengine.org/en/3.2/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html + https://docs.godotengine.org/en/3.3/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/Particles2D.xml b/doc/classes/Particles2D.xml index 77e08f517c22..cda3ef011447 100644 --- a/doc/classes/Particles2D.xml +++ b/doc/classes/Particles2D.xml @@ -11,7 +11,7 @@ [b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the texture region defined in [AtlasTexture]s. - https://docs.godotengine.org/en/3.2/tutorials/2d/particle_systems_2d.html + https://docs.godotengine.org/en/3.3/tutorials/2d/particle_systems_2d.html https://godotengine.org/asset-library/asset/515 diff --git a/doc/classes/Physics2DDirectBodyState.xml b/doc/classes/Physics2DDirectBodyState.xml index dbd9b1ecc7ce..09cb90e460e2 100644 --- a/doc/classes/Physics2DDirectBodyState.xml +++ b/doc/classes/Physics2DDirectBodyState.xml @@ -7,7 +7,7 @@ Provides direct access to a physics body in the [Physics2DServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces]. - https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/Physics2DDirectSpaceState.xml index ae6b454e0cef..2c0ea3efaf4d 100644 --- a/doc/classes/Physics2DDirectSpaceState.xml +++ b/doc/classes/Physics2DDirectSpaceState.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space. - https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html diff --git a/doc/classes/Physics2DShapeQueryParameters.xml b/doc/classes/Physics2DShapeQueryParameters.xml index e571c44eb922..449906321902 100644 --- a/doc/classes/Physics2DShapeQueryParameters.xml +++ b/doc/classes/Physics2DShapeQueryParameters.xml @@ -27,7 +27,7 @@ If [code]true[/code], the query will take [PhysicsBody2D]s into account. - The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsBody.xml b/doc/classes/PhysicsBody.xml index a09118477290..2b9bdd81b9cc 100644 --- a/doc/classes/PhysicsBody.xml +++ b/doc/classes/PhysicsBody.xml @@ -7,7 +7,7 @@ PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it. - https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html @@ -80,10 +80,10 @@ The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index cec9078df985..f86fa853d069 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -7,7 +7,7 @@ PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. - https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html @@ -80,10 +80,10 @@ The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml index 2f480972b9f1..a27f4acf09f2 100644 --- a/doc/classes/PhysicsDirectSpaceState.xml +++ b/doc/classes/PhysicsDirectSpaceState.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space. - https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html diff --git a/doc/classes/PhysicsShapeQueryParameters.xml b/doc/classes/PhysicsShapeQueryParameters.xml index 57802afc5282..634383235cf9 100644 --- a/doc/classes/PhysicsShapeQueryParameters.xml +++ b/doc/classes/PhysicsShapeQueryParameters.xml @@ -27,7 +27,7 @@ If [code]true[/code], the query will take [PhysicsBody]s into account. - The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index d91dbc9bd75e..71047ae55b1a 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -7,7 +7,7 @@ Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. - https://docs.godotengine.org/en/3.2/tutorials/math/index.html + https://docs.godotengine.org/en/3.3/tutorials/math/index.html diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index dac4c529928e..703ec8ffe421 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -76,7 +76,7 @@ - Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path]. + Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=https://docs.godotengine.org/en/3.3/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path]. [b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project: [codeblock] var path = "" @@ -231,7 +231,7 @@ The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup. - [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/3.2/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information. + [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/3.3/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information. Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. @@ -484,7 +484,7 @@ Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/3.3/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5. diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml index 1933067e930f..05f38310dfbf 100644 --- a/doc/classes/Quat.xml +++ b/doc/classes/Quat.xml @@ -9,7 +9,7 @@ Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. - https://docs.godotengine.org/en/3.2/tutorials/3d/using_transforms.html#interpolating-with-quaternions + https://docs.godotengine.org/en/3.3/tutorials/3d/using_transforms.html#interpolating-with-quaternions https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/RayCast.xml b/doc/classes/RayCast.xml index c5be5865ae05..e122ac038d18 100644 --- a/doc/classes/RayCast.xml +++ b/doc/classes/RayCast.xml @@ -11,7 +11,7 @@ RayCast calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast. - https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html https://godotengine.org/asset-library/asset/676 @@ -137,7 +137,7 @@ If [code]true[/code], collision with [PhysicsBody]s will be reported. - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. If [code]true[/code], collisions will be reported. diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index f9b8b88ad92b..968b318524d3 100644 --- a/doc/classes/RayCast2D.xml +++ b/doc/classes/RayCast2D.xml @@ -11,7 +11,7 @@ RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast. - https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html @@ -133,7 +133,7 @@ If [code]true[/code], collision with [PhysicsBody2D]s will be reported. - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. If [code]true[/code], collisions will be reported. diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index 4718de47e446..d12612ea2b24 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -9,9 +9,9 @@ The 3D counterpart to [Rect2] is [AABB]. - https://docs.godotengine.org/en/3.2/tutorials/math/index.html - https://docs.godotengine.org/en/3.2/tutorials/math/vector_math.html - https://docs.godotengine.org/en/3.2/tutorials/math/vectors_advanced.html + https://docs.godotengine.org/en/3.3/tutorials/math/index.html + https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html + https://docs.godotengine.org/en/3.3/tutorials/math/vectors_advanced.html diff --git a/doc/classes/Reference.xml b/doc/classes/Reference.xml index 08d0ce3450df..f94b63fdb92a 100644 --- a/doc/classes/Reference.xml +++ b/doc/classes/Reference.xml @@ -10,7 +10,7 @@ [b]Note:[/b] In C#, references will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free references that are no longer in use. This means that unused references will linger on for a while before being removed. - https://docs.godotengine.org/en/3.2/getting_started/workflow/best_practices/node_alternatives.html + https://docs.godotengine.org/en/3.3/getting_started/workflow/best_practices/node_alternatives.html diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 04a012ec3ce6..8c390ec3a783 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -9,7 +9,7 @@ Note: By default Godot will only render 16 reflection probes. If you need more, increase the number of atlas subdivisions. This setting can be found in [member ProjectSettings.rendering/quality/reflections/atlas_subdiv]. - https://docs.godotengine.org/en/3.2/tutorials/3d/reflection_probes.html + https://docs.godotengine.org/en/3.3/tutorials/3d/reflection_probes.html diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 11c9d4c905f6..73fdbf287b65 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -8,8 +8,8 @@ [b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed. - https://docs.godotengine.org/en/3.2/getting_started/step_by_step/resources.html - https://docs.godotengine.org/en/3.2/getting_started/workflow/best_practices/node_alternatives.html + https://docs.godotengine.org/en/3.3/getting_started/step_by_step/resources.html + https://docs.godotengine.org/en/3.3/getting_started/workflow/best_practices/node_alternatives.html diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml index e781be365bb9..d97562e8179d 100644 --- a/doc/classes/RichTextEffect.xml +++ b/doc/classes/RichTextEffect.xml @@ -13,7 +13,7 @@ [b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively. - https://docs.godotengine.org/en/3.2/tutorials/gui/bbcode_in_richtextlabel.html + https://docs.godotengine.org/en/3.3/tutorials/gui/bbcode_in_richtextlabel.html https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 83ccdb65b075..297933fe7198 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -10,7 +10,7 @@ [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property. - https://docs.godotengine.org/en/3.2/tutorials/gui/bbcode_in_richtextlabel.html + https://docs.godotengine.org/en/3.3/tutorials/gui/bbcode_in_richtextlabel.html https://godotengine.org/asset-library/asset/132 https://godotengine.org/asset-library/asset/677 diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index 2f5384978419..bc51cbd50d3f 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -11,7 +11,7 @@ With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape] centers. - https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html https://godotengine.org/asset-library/asset/524 https://godotengine.org/asset-library/asset/675 diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 7108579d5443..4e4fcddeb5bf 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -9,8 +9,8 @@ [SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop. - https://docs.godotengine.org/en/3.2/getting_started/step_by_step/scene_tree.html - https://docs.godotengine.org/en/3.2/tutorials/viewports/multiple_resolutions.html + https://docs.godotengine.org/en/3.3/getting_started/step_by_step/scene_tree.html + https://docs.godotengine.org/en/3.3/tutorials/viewports/multiple_resolutions.html diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 5ac16aec476b..79060afc8d57 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -8,7 +8,7 @@ The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. - https://docs.godotengine.org/en/3.2/getting_started/step_by_step/scripting.html + https://docs.godotengine.org/en/3.3/getting_started/step_by_step/scripting.html diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml index 11e6d6e32b2b..e438f34f7143 100644 --- a/doc/classes/Semaphore.xml +++ b/doc/classes/Semaphore.xml @@ -7,7 +7,7 @@ A synchronization semaphore which can be used to synchronize multiple [Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. For a binary version, see [Mutex]. - https://docs.godotengine.org/en/3.2/tutorials/threads/using_multiple_threads.html + https://docs.godotengine.org/en/3.3/tutorials/threads/using_multiple_threads.html diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 6c7c33fb3df3..b136e08d0cac 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -7,8 +7,8 @@ This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below. - https://docs.godotengine.org/en/3.2/tutorials/shading/index.html - https://docs.godotengine.org/en/3.2/tutorials/shading/your_first_shader/what_are_shaders.html + https://docs.godotengine.org/en/3.3/tutorials/shading/index.html + https://docs.godotengine.org/en/3.3/tutorials/shading/your_first_shader/what_are_shaders.html diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index cecc5cd06246..0bfd775c2c1f 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -8,7 +8,7 @@ [b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe]. - https://docs.godotengine.org/en/3.2/tutorials/shading/index.html + https://docs.godotengine.org/en/3.3/tutorials/shading/index.html diff --git a/doc/classes/Shape.xml b/doc/classes/Shape.xml index 1d24f2a70a37..a728df1eb829 100644 --- a/doc/classes/Shape.xml +++ b/doc/classes/Shape.xml @@ -7,7 +7,7 @@ Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody] or [Area] objects. - https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index 2d894fff8cdf..53480131e0f3 100644 --- a/doc/classes/Shape2D.xml +++ b/doc/classes/Shape2D.xml @@ -7,7 +7,7 @@ Base class for all 2D shapes. All 2D shape types inherit from this. - https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index f250549ce09f..b78c88157fad 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -7,7 +7,7 @@ Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones. - https://docs.godotengine.org/en/3.2/tutorials/animation/2d_skeletons.html + https://docs.godotengine.org/en/3.3/tutorials/animation/2d_skeletons.html diff --git a/doc/classes/SoftBody.xml b/doc/classes/SoftBody.xml index 3abab535f9cc..f09e6bd1552d 100644 --- a/doc/classes/SoftBody.xml +++ b/doc/classes/SoftBody.xml @@ -7,7 +7,7 @@ A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. - https://docs.godotengine.org/en/3.2/tutorials/physics/soft_body.html + https://docs.godotengine.org/en/3.3/tutorials/physics/soft_body.html @@ -82,10 +82,10 @@ The physics layers this SoftBody is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - The physics layers this SoftBody scans for collisions. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers this SoftBody scans for collisions. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. diff --git a/doc/classes/Spatial.xml b/doc/classes/Spatial.xml index 292e26696f29..0d6e23ac4334 100644 --- a/doc/classes/Spatial.xml +++ b/doc/classes/Spatial.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad]. - https://docs.godotengine.org/en/3.2/tutorials/3d/introduction_to_3d.html + https://docs.godotengine.org/en/3.3/tutorials/3d/introduction_to_3d.html https://github.com/godotengine/godot-demo-projects/tree/master/3d diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml index 4412975db67d..8b80e883e02c 100644 --- a/doc/classes/SpatialMaterial.xml +++ b/doc/classes/SpatialMaterial.xml @@ -7,7 +7,7 @@ This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. - https://docs.godotengine.org/en/3.2/tutorials/3d/spatial_material.html + https://docs.godotengine.org/en/3.3/tutorials/3d/spatial_material.html diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml index 7ec2c228700a..4b5211d419b7 100644 --- a/doc/classes/SpotLight.xml +++ b/doc/classes/SpotLight.xml @@ -8,7 +8,7 @@ [b]Note:[/b] By default, only 32 SpotLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase [member ProjectSettings.rendering/limits/rendering/max_lights_per_object] at the cost of shader compilation times. - https://docs.godotengine.org/en/3.2/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.3/tutorials/3d/lights_and_shadows.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/SpringArm.xml b/doc/classes/SpringArm.xml index 5841446ba663..574bcf319879 100644 --- a/doc/classes/SpringArm.xml +++ b/doc/classes/SpringArm.xml @@ -47,7 +47,7 @@ - The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. When the collision check is made, a candidate length for the SpringArm is given. diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml index 1160bd2d606d..c62c526d78c8 100644 --- a/doc/classes/StreamPeerSSL.xml +++ b/doc/classes/StreamPeerSSL.xml @@ -7,7 +7,7 @@ SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL client connection. - https://docs.godotengine.org/en/3.2/tutorials/networking/ssl_certificates.html + https://docs.godotengine.org/en/3.3/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/String.xml b/doc/classes/String.xml index fc7b5a8e0953..fb8649d066a6 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -7,7 +7,7 @@ This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference-counted and use a copy-on-write approach, so passing them around is cheap in resources. - https://docs.godotengine.org/en/3.2/getting_started/scripting/gdscript/gdscript_format_string.html + https://docs.godotengine.org/en/3.3/getting_started/scripting/gdscript/gdscript_format_string.html diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml index 251701595fc2..89b0395b8e1c 100644 --- a/doc/classes/Theme.xml +++ b/doc/classes/Theme.xml @@ -8,7 +8,7 @@ Theme resources can alternatively be loaded by writing them in a [code].theme[/code] file, see the documentation for more information. - https://docs.godotengine.org/en/3.2/tutorials/gui/gui_skinning.html + https://docs.godotengine.org/en/3.3/tutorials/gui/gui_skinning.html diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml index 182dfcc03acd..4b2b08a3b242 100644 --- a/doc/classes/Thread.xml +++ b/doc/classes/Thread.xml @@ -8,8 +8,8 @@ [b]Note:[/b] Breakpoints won't break on code if it's running in a thread. This is a current limitation of the GDScript debugger. - https://docs.godotengine.org/en/3.2/tutorials/threads/using_multiple_threads.html - https://docs.godotengine.org/en/3.2/tutorials/threads/thread_safe_apis.html + https://docs.godotengine.org/en/3.3/tutorials/threads/using_multiple_threads.html + https://docs.godotengine.org/en/3.3/tutorials/threads/thread_safe_apis.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 3b9db00a1879..74a084aa2e3c 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -8,7 +8,7 @@ When doing physics queries against the tilemap, the cell coordinates are encoded as [code]metadata[/code] for each detected collision shape returned by methods such as [method Physics2DDirectSpaceState.intersect_shape], [method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc. - https://docs.godotengine.org/en/3.2/tutorials/2d/using_tilemaps.html + https://docs.godotengine.org/en/3.3/tutorials/2d/using_tilemaps.html https://godotengine.org/asset-library/asset/120 https://godotengine.org/asset-library/asset/112 https://godotengine.org/asset-library/asset/111 @@ -304,10 +304,10 @@ Friction value for static body collisions (see [code]collision_use_kinematic[/code]). - The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body. diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index 7017a0e28b31..fe89f47164b8 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -8,7 +8,7 @@ Tiles are referenced by a unique integer ID. - https://docs.godotengine.org/en/3.2/tutorials/2d/using_tilemaps.html + https://docs.godotengine.org/en/3.3/tutorials/2d/using_tilemaps.html https://godotengine.org/asset-library/asset/120 https://godotengine.org/asset-library/asset/112 https://godotengine.org/asset-library/asset/111 diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml index 699f223299fc..834ab705b843 100644 --- a/doc/classes/Transform.xml +++ b/doc/classes/Transform.xml @@ -8,9 +8,9 @@ For more information, read the "Matrices and transforms" documentation article. - https://docs.godotengine.org/en/3.2/tutorials/math/index.html - https://docs.godotengine.org/en/3.2/tutorials/math/matrices_and_transforms.html - https://docs.godotengine.org/en/3.2/tutorials/3d/using_transforms.html + https://docs.godotengine.org/en/3.3/tutorials/math/index.html + https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html + https://docs.godotengine.org/en/3.3/tutorials/3d/using_transforms.html https://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 c6a08ebdea1b..5151fe64e1b9 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -8,8 +8,8 @@ For more information, read the "Matrices and transforms" documentation article. - https://docs.godotengine.org/en/3.2/tutorials/math/index.html - https://docs.godotengine.org/en/3.2/tutorials/math/matrices_and_transforms.html + https://docs.godotengine.org/en/3.3/tutorials/math/index.html + https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html https://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 a2cb2862a3b5..cdf899430f33 100644 --- a/doc/classes/Translation.xml +++ b/doc/classes/Translation.xml @@ -7,8 +7,8 @@ Translations are resources that can be loaded and unloaded on demand. They map a string to another string. - https://docs.godotengine.org/en/3.2/tutorials/i18n/internationalizing_games.html - https://docs.godotengine.org/en/3.2/tutorials/i18n/locales.html + https://docs.godotengine.org/en/3.3/tutorials/i18n/internationalizing_games.html + https://docs.godotengine.org/en/3.3/tutorials/i18n/locales.html diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml index 47331903b471..ed26a4eb9762 100644 --- a/doc/classes/TranslationServer.xml +++ b/doc/classes/TranslationServer.xml @@ -7,8 +7,8 @@ Server that manages all translations. Translations can be set to it and removed from it. - https://docs.godotengine.org/en/3.2/tutorials/i18n/internationalizing_games.html - https://docs.godotengine.org/en/3.2/tutorials/i18n/locales.html + https://docs.godotengine.org/en/3.3/tutorials/i18n/internationalizing_games.html + https://docs.godotengine.org/en/3.3/tutorials/i18n/locales.html diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 84a025833fac..ac53bd8ded50 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -50,7 +50,7 @@ Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired. - https://docs.godotengine.org/en/3.2/development/cpp/variant_class.html + https://docs.godotengine.org/en/3.3/development/cpp/variant_class.html diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 0dc6a6dc9958..2776461a584b 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -8,9 +8,9 @@ [b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code]. - https://docs.godotengine.org/en/3.2/tutorials/math/index.html - https://docs.godotengine.org/en/3.2/tutorials/math/vector_math.html - https://docs.godotengine.org/en/3.2/tutorials/math/vectors_advanced.html + https://docs.godotengine.org/en/3.3/tutorials/math/index.html + https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html + https://docs.godotengine.org/en/3.3/tutorials/math/vectors_advanced.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab https://godotengine.org/asset-library/asset/584 https://github.com/godotengine/godot-demo-projects/tree/master/2d diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index af69f46c062f..e79095572c3c 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -8,9 +8,9 @@ [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code]. - https://docs.godotengine.org/en/3.2/tutorials/math/index.html - https://docs.godotengine.org/en/3.2/tutorials/math/vector_math.html - https://docs.godotengine.org/en/3.2/tutorials/math/vectors_advanced.html + https://docs.godotengine.org/en/3.3/tutorials/math/index.html + https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html + https://docs.godotengine.org/en/3.3/tutorials/math/vectors_advanced.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab https://godotengine.org/asset-library/asset/584 https://github.com/godotengine/godot-demo-projects/tree/master/3d diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index b089f0379201..82670a21e7a8 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -12,8 +12,8 @@ Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw. - https://docs.godotengine.org/en/3.2/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/3.2/tutorials/viewports/index.html + https://docs.godotengine.org/en/3.3/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.3/tutorials/viewports/index.html https://godotengine.org/asset-library/asset/127 https://godotengine.org/asset-library/asset/128 https://godotengine.org/asset-library/asset/129 diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml index b950109b8c64..b43b993c89d8 100644 --- a/doc/classes/VisualServer.xml +++ b/doc/classes/VisualServer.xml @@ -15,7 +15,7 @@ In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas. - https://docs.godotengine.org/en/3.2/tutorials/optimization/using_servers.html + https://docs.godotengine.org/en/3.3/tutorials/optimization/using_servers.html diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index d7fa22e137a1..0878d411d70f 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -6,7 +6,7 @@ - https://docs.godotengine.org/en/3.2/tutorials/shading/visual_shaders.html + https://docs.godotengine.org/en/3.3/tutorials/shading/visual_shaders.html diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml index 743543245746..d1eecad1eaad 100644 --- a/doc/classes/VisualShaderNodeCustom.xml +++ b/doc/classes/VisualShaderNodeCustom.xml @@ -13,7 +13,7 @@ [/codeblock] - https://docs.godotengine.org/en/3.2/tutorials/plugins/editor/visual_shader_plugins.html + https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/visual_shader_plugins.html diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml index 96498f6fb8d8..fc405b1d78a3 100644 --- a/doc/classes/VisualShaderNodeInput.xml +++ b/doc/classes/VisualShaderNodeInput.xml @@ -6,7 +6,7 @@ Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link). - https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html + https://docs.godotengine.org/en/3.3/tutorials/shading/shading_reference/index.html diff --git a/doc/classes/World.xml b/doc/classes/World.xml index 88b830471af7..e6b87598d3ee 100644 --- a/doc/classes/World.xml +++ b/doc/classes/World.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world. - https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index 010f655f310c..4c1ce117a343 100644 --- a/doc/classes/World2D.xml +++ b/doc/classes/World2D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world. - https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.3/tutorials/physics/ray-casting.html diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index 7cce02d7d15d..c3bc6ea8039f 100644 --- a/doc/classes/WorldEnvironment.xml +++ b/doc/classes/WorldEnvironment.xml @@ -9,7 +9,7 @@ The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene. - https://docs.godotengine.org/en/3.2/tutorials/3d/environment_and_post_processing.html + https://docs.godotengine.org/en/3.3/tutorials/3d/environment_and_post_processing.html https://godotengine.org/asset-library/asset/123 https://godotengine.org/asset-library/asset/110 https://godotengine.org/asset-library/asset/678 diff --git a/editor/plugins/shader_editor_plugin.cpp b/editor/plugins/shader_editor_plugin.cpp index b42ef8a6cf04..ae81b58e91c3 100644 --- a/editor/plugins/shader_editor_plugin.cpp +++ b/editor/plugins/shader_editor_plugin.cpp @@ -341,7 +341,7 @@ void ShaderEditor::_menu_option(int p_option) { shader_editor->remove_all_bookmarks(); } break; case HELP_DOCS: { - OS::get_singleton()->shell_open("https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html"); + OS::get_singleton()->shell_open("https://docs.godotengine.org/en/3.3/tutorials/shading/shading_reference/index.html"); } break; } if (p_option != SEARCH_FIND && p_option != SEARCH_REPLACE && p_option != SEARCH_GOTO_LINE) { diff --git a/misc/dist/html/editor.html b/misc/dist/html/editor.html index 99ac2379cef0..a5f72d8656c7 100644 --- a/misc/dist/html/editor.html +++ b/misc/dist/html/editor.html @@ -230,7 +230,7 @@

- Web editor documentation + Web editor documentation