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doc: Make all tutorial links point to 3.3 branch of docs
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akien-mga committed Mar 26, 2021
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6 changes: 3 additions & 3 deletions doc/classes/AABB.xml
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[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates.
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/3.2/tutorials/math/index.html</link>
<link title="Vector math">https://docs.godotengine.org/en/3.2/tutorials/math/vector_math.html</link>
<link title="Advanced vector math">https://docs.godotengine.org/en/3.2/tutorials/math/vectors_advanced.html</link>
<link title="Math tutorial index">https://docs.godotengine.org/en/3.3/tutorials/math/index.html</link>
<link title="Vector math">https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html</link>
<link title="Advanced vector math">https://docs.godotengine.org/en/3.3/tutorials/math/vectors_advanced.html</link>
</tutorials>
<methods>
<method name="AABB">
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2 changes: 1 addition & 1 deletion doc/classes/ARVRCamera.xml
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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/vr/index.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
</tutorials>
<methods>
</methods>
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2 changes: 1 addition & 1 deletion doc/classes/ARVRController.xml
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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/vr/index.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_controller_name" qualifiers="const">
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2 changes: 1 addition & 1 deletion doc/classes/ARVRInterface.xml
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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].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/vr/index.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_camera_feed_id">
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2 changes: 1 addition & 1 deletion doc/classes/ARVROrigin.xml
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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/vr/index.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
</tutorials>
<methods>
</methods>
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2 changes: 1 addition & 1 deletion doc/classes/ARVRPositionalTracker.xml
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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/vr/index.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_hand" qualifiers="const">
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2 changes: 1 addition & 1 deletion doc/classes/ARVRServer.xml
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The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/vr/index.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="center_on_hmd">
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2 changes: 1 addition & 1 deletion doc/classes/AnimatedSprite.xml
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[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.
</description>
<tutorials>
<link title="2D Sprite animation">https://docs.godotengine.org/en/3.2/tutorials/2d/2d_sprite_animation.html</link>
<link title="2D Sprite animation">https://docs.godotengine.org/en/3.3/tutorials/2d/2d_sprite_animation.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials>
<methods>
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2 changes: 1 addition & 1 deletion doc/classes/AnimatedSprite3D.xml
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Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
</description>
<tutorials>
<link title="2D Sprite animation (also applies to 3D)">https://docs.godotengine.org/en/3.2/tutorials/2d/2d_sprite_animation.html</link>
<link title="2D Sprite animation (also applies to 3D)">https://docs.godotengine.org/en/3.3/tutorials/2d/2d_sprite_animation.html</link>
</tutorials>
<methods>
<method name="is_playing" qualifiers="const">
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2 changes: 1 addition & 1 deletion doc/classes/Animation.xml
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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/index.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/animation/index.html</link>
</tutorials>
<methods>
<method name="add_track">
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNode.xml
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Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_input">
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeAdd2.xml
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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeAdd3.xml
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- A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeAnimation.xml
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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.
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeBlend2.xml
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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.
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeBlend3.xml
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- A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeBlendSpace1D.xml
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You can set the extents of the axis using the [member min_space] and [member max_space].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_blend_point">
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeBlendSpace2D.xml
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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.
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeBlendTree.xml
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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_node">
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeOneShot.xml
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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.
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeOutput.xml
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<description>
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeStateMachine.xml
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[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_node">
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeStateMachinePlayback.xml
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[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="get_current_length" qualifiers="const">
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4 changes: 2 additions & 2 deletions doc/classes/AnimationNodeStateMachineTransition.xml
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<description>
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
<members>
<member name="advance_condition" type="String" setter="set_advance_condition" getter="get_advance_condition" default="&quot;&quot;">
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]
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeTimeScale.xml
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Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation.
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
</tutorials>
<methods>
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeTimeSeek.xml
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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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeTransition.xml
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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.
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
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4 changes: 2 additions & 2 deletions doc/classes/AnimationPlayer.xml
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Updating the target properties of animations occurs at process time.
</description>
<tutorials>
<link title="Animation tutorial index">https://docs.godotengine.org/en/3.2/tutorials/animation/index.html</link>
<link title="2D Sprite animation">https://docs.godotengine.org/en/3.2/tutorials/2d/2d_sprite_animation.html</link>
<link title="Animation tutorial index">https://docs.godotengine.org/en/3.3/tutorials/animation/index.html</link>
<link title="2D Sprite animation">https://docs.godotengine.org/en/3.3/tutorials/2d/2d_sprite_animation.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
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2 changes: 1 addition & 1 deletion doc/classes/AnimationTree.xml
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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.
</description>
<tutorials>
<link title="AnimationTree">https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
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2 changes: 1 addition & 1 deletion doc/classes/AnimationTreePlayer.xml
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See [AnimationTree] for a more full-featured replacement of this node.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html</link>
<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_node">
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4 changes: 2 additions & 2 deletions doc/classes/Area.xml
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If [code]true[/code], the area's audio bus overrides the default audio bus.
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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.
</member>
<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="9.8">
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.
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