diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 83428d5c40..d096fab4e3 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/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html - https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html + 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 diff --git a/doc/classes/ARVRCamera.xml b/doc/classes/ARVRCamera.xml index 07e22e043c..23cda4389b 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/latest/tutorials/vr/index.html + https://docs.godotengine.org/en/3.2/tutorials/vr/index.html diff --git a/doc/classes/ARVRController.xml b/doc/classes/ARVRController.xml index e2c12fe859..cb7eaa3f23 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/latest/tutorials/vr/index.html + https://docs.godotengine.org/en/3.2/tutorials/vr/index.html diff --git a/doc/classes/ARVRInterface.xml b/doc/classes/ARVRInterface.xml index 24a5102677..9779220ecb 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/latest/tutorials/vr/index.html + https://docs.godotengine.org/en/3.2/tutorials/vr/index.html diff --git a/doc/classes/ARVROrigin.xml b/doc/classes/ARVROrigin.xml index 42ac34ddb0..b510a06ac4 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/latest/tutorials/vr/index.html + https://docs.godotengine.org/en/3.2/tutorials/vr/index.html diff --git a/doc/classes/ARVRPositionalTracker.xml b/doc/classes/ARVRPositionalTracker.xml index 3255ad9bcc..b63719766a 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/latest/tutorials/vr/index.html + https://docs.godotengine.org/en/3.2/tutorials/vr/index.html diff --git a/doc/classes/ARVRServer.xml b/doc/classes/ARVRServer.xml index 192de95aed..be4ea0d83d 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/latest/tutorials/vr/index.html + https://docs.godotengine.org/en/3.2/tutorials/vr/index.html diff --git a/doc/classes/AnimatedSprite.xml b/doc/classes/AnimatedSprite.xml index d87fea7060..712ea18d39 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/latest/tutorials/2d/2d_sprite_animation.html + https://docs.godotengine.org/en/3.2/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 82f6ebd521..4129e2b3e2 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/latest/tutorials/2d/2d_sprite_animation.html + https://docs.godotengine.org/en/3.2/tutorials/2d/2d_sprite_animation.html diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 4a476b2fba..0bbb4573ea 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/latest/tutorials/animation/index.html + https://docs.godotengine.org/en/3.2/tutorials/animation/index.html diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index 554aae7a20..8976998b18 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml index 53f95dee39..31ec794d96 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml index f3d8824c4a..c606243bf8 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/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 a369621111..fa9aa26aee 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/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 7a04329f99..29fc1e870d 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/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 422ba17ccb..cd4478cb84 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml index 78a1040264..de41ea4974 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml index b9cb1d2cca..cc9b31c61d 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/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 b69bae6031..d64754765d 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index db3299d0e2..6552549789 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/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 68cf4c3136..04e6afcc28 100644 --- a/doc/classes/AnimationNodeOutput.xml +++ b/doc/classes/AnimationNodeOutput.xml @@ -6,7 +6,7 @@ - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/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 04a0ca2359..e691ffb824 100644 --- a/doc/classes/AnimationNodeStateMachine.xml +++ b/doc/classes/AnimationNodeStateMachine.xml @@ -12,7 +12,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml index b4739e97e5..6e2685a0c1 100644 --- a/doc/classes/AnimationNodeStateMachinePlayback.xml +++ b/doc/classes/AnimationNodeStateMachinePlayback.xml @@ -12,7 +12,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index e2e7a6ebf9..13579d58bf 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -5,13 +5,13 @@ - https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/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/latest/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/3.2/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]: [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 fe63686f9b..eb92ef4ba0 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/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 12bb9df676..14003cab1c 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml index 7edb760002..dc02ee1548 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/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 f54d6c08a8..b469ce6a10 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/latest/tutorials/animation/index.html - https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html + 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://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 94f86eeb2b..71be90e7f3 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/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 ea4ff05134..9bd89d91eb 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/latest/tutorials/animation/animation_tree.html + https://docs.godotengine.org/en/3.2/tutorials/animation/animation_tree.html diff --git a/doc/classes/Area.xml b/doc/classes/Area.xml index 0b9bc9752a..15b2bc290f 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/latest/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/3.2/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/latest/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 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 e4da17f41b..39159285ac 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/latest/tutorials/physics/using_area_2d.html + https://docs.godotengine.org/en/3.2/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/latest/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/3.2/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/latest/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 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 d7789ee53d..cf8b33b944 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/latest/tutorials/content/procedural_geometry/arraymesh.html + https://docs.godotengine.org/en/3.2/tutorials/content/procedural_geometry/arraymesh.html diff --git a/doc/classes/AudioEffectDistortion.xml b/doc/classes/AudioEffectDistortion.xml index 670f1323b1..230da7a805 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/latest/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectFilter.xml b/doc/classes/AudioEffectFilter.xml index a605ec4185..e959a35f8c 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/latest/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectHighShelfFilter.xml b/doc/classes/AudioEffectHighShelfFilter.xml index 0a17bfd9a5..acef0ef4ff 100644 --- a/doc/classes/AudioEffectHighShelfFilter.xml +++ b/doc/classes/AudioEffectHighShelfFilter.xml @@ -6,7 +6,7 @@ - https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectLowShelfFilter.xml b/doc/classes/AudioEffectLowShelfFilter.xml index da54c57ef7..b35d2dd9e8 100644 --- a/doc/classes/AudioEffectLowShelfFilter.xml +++ b/doc/classes/AudioEffectLowShelfFilter.xml @@ -6,7 +6,7 @@ - https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.2/tutorials/audio/audio_buses.html diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml index e18a5b7a7d..6c91a7f2cf 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/latest/tutorials/audio/recording_with_microphone.html + https://docs.godotengine.org/en/3.2/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 ad774a48a2..023ab029cf 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -7,7 +7,7 @@ [AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html + https://docs.godotengine.org/en/3.2/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 4175c3ff64..70342f2fbb 100644 --- a/doc/classes/AudioStream.xml +++ b/doc/classes/AudioStream.xml @@ -7,7 +7,7 @@ Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.2/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 97a793d6a1..b5ae734327 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/latest/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.2/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 6733148edc..b5af53614a 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -7,7 +7,7 @@ Plays audio that dampens with distance from screen center. - https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.2/tutorials/audio/audio_streams.html diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index 378d6ee87d..ec606b5ad2 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/latest/tutorials/audio/audio_streams.html + https://docs.godotengine.org/en/3.2/tutorials/audio/audio_streams.html diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml index 96992cba82..71f22d1864 100644 --- a/doc/classes/BakedLightmap.xml +++ b/doc/classes/BakedLightmap.xml @@ -8,7 +8,7 @@ [b]Note:[/b] This node has many known bugs and will be [url=https://godotengine.org/article/godot-40-will-get-new-modernized-lightmapper]rewritten for Godot 4.0[/url]. See [url=https://github.com/godotengine/godot/issues/30929]GitHub issue #30929[/url]. - https://docs.godotengine.org/en/latest/tutorials/3d/baked_lightmaps.html + https://docs.godotengine.org/en/3.2/tutorials/3d/baked_lightmaps.html diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index ad224ef95d..14ce55548a 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/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html - https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html + 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://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 2d140dc400..422d79f18c 100644 --- a/doc/classes/CPUParticles2D.xml +++ b/doc/classes/CPUParticles2D.xml @@ -8,7 +8,7 @@ See also [Particles2D], which provides the same functionality with hardware acceleration, but may not run on older devices. - https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html + https://docs.godotengine.org/en/3.2/tutorials/2d/particle_systems_2d.html diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index d8e73b7030..6812d3fc9f 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/latest/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html + https://docs.godotengine.org/en/3.2/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.2/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 b25af1d605..761376b526 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/latest/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html + 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://godotengine.org/asset-library/asset/515 diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index 0bc86716b0..c133a4f2d4 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/latest/tutorials/gui/bbcode_in_richtextlabel.html + https://docs.godotengine.org/en/3.2/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 3d8a9cf758..822e7d7268 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/latest/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/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The camera's collision 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 d65e8ae79b..6a25a5619d 100644 --- a/doc/classes/CollisionShape.xml +++ b/doc/classes/CollisionShape.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject.shape_owner_get_shape] to get the actual shape. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.2/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 d52c734bfe..c322159146 100644 --- a/doc/classes/CollisionShape2D.xml +++ b/doc/classes/CollisionShape2D.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/121 https://godotengine.org/asset-library/asset/113 diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 373b9be88f..6ecb13b063 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/latest/tutorials/gui/index.html - https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html + 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://github.com/godotengine/godot-demo-projects/tree/master/gui @@ -890,7 +890,7 @@ 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/latest/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/3.2/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 76a575063d..f23047e45c 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -73,7 +73,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary + https://docs.godotengine.org/en/3.2/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 a78afca0c5..5a159f2280 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/latest/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.2/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index 2186f2adca..1010b776ee 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -24,7 +24,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html + https://docs.godotengine.org/en/3.2/getting_started/step_by_step/filesystem.html diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index 4dff818fcc..471652df37 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -49,7 +49,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html + https://docs.godotengine.org/en/3.2/tutorials/plugins/editor/import_plugins.html diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 240f396a93..d53effe439 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/latest/tutorials/plugins/editor/index.html + https://docs.godotengine.org/en/3.2/tutorials/plugins/editor/index.html diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 125127670a..734c9b49a2 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -26,7 +26,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script + https://docs.godotengine.org/en/3.2/getting_started/workflow/assets/importing_scenes.html#custom-script diff --git a/doc/classes/EditorSpatialGizmoPlugin.xml b/doc/classes/EditorSpatialGizmoPlugin.xml index 864b1cc5f2..dcae94b260 100644 --- a/doc/classes/EditorSpatialGizmoPlugin.xml +++ b/doc/classes/EditorSpatialGizmoPlugin.xml @@ -7,7 +7,7 @@ EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the documentation for more info. - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html + https://docs.godotengine.org/en/3.2/tutorials/plugins/editor/spatial_gizmos.html diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 88040af91b..70208b1d53 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/latest/tutorials/3d/environment_and_post_processing.html - https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html + https://docs.godotengine.org/en/3.2/tutorials/3d/environment_and_post_processing.html + https://docs.godotengine.org/en/3.2/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 726612d806..410ed490a1 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -20,11 +20,11 @@ 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/latest/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/3.2/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. - https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html + https://docs.godotengine.org/en/3.2/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 1d07d613dd..c6c4310685 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -8,7 +8,7 @@ Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality]. - https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html + https://docs.godotengine.org/en/3.2/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 f8c028b610..fc9b07c19a 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -11,8 +11,8 @@ [b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header. - https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html - https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html + https://docs.godotengine.org/en/3.2/tutorials/networking/http_client_class.html + https://docs.godotengine.org/en/3.2/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index b2e6caafcd..41d7fc16f6 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -67,8 +67,8 @@ [b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header. - https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html - https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html + 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 diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 89305a28be..1526dba0fe 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -330,7 +330,7 @@ - Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/latest/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/3.2/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations. diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 72f080cb24..a20c3f7266 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/latest/tutorials/inputs/index.html + https://docs.godotengine.org/en/3.2/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 9fe4ee2ffa..2372296243 100644 --- a/doc/classes/InputEvent.xml +++ b/doc/classes/InputEvent.xml @@ -7,8 +7,8 @@ Base class of all sort of input event. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html - https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.2/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 6c4805f15d..5e41ec60e0 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/latest/tutorials/inputs/inputevent.html#actions + https://docs.godotengine.org/en/3.2/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 09cd1cd9b5..7d7306f453 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/latest/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml index c05fac6aa6..ca67711e42 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/latest/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index 70411e13ce..1fd48415c8 100644 --- a/doc/classes/InputEventKey.xml +++ b/doc/classes/InputEventKey.xml @@ -7,7 +7,7 @@ Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml index 4207a2cddf..920a531bea 100644 --- a/doc/classes/InputEventMouse.xml +++ b/doc/classes/InputEventMouse.xml @@ -7,7 +7,7 @@ Stores general mouse events information. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml index ff5cca192f..548b1ecf65 100644 --- a/doc/classes/InputEventMouseButton.xml +++ b/doc/classes/InputEventMouseButton.xml @@ -7,7 +7,7 @@ Contains mouse click information. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html + https://docs.godotengine.org/en/3.2/tutorials/inputs/mouse_and_input_coordinates.html diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index 4223b004a5..229bf0cbf8 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/latest/tutorials/inputs/mouse_and_input_coordinates.html + https://docs.godotengine.org/en/3.2/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 9e70c1e2b2..dd2a691bd6 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/latest/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml index 20a1459622..fb541b11da 100644 --- a/doc/classes/InputEventScreenTouch.xml +++ b/doc/classes/InputEventScreenTouch.xml @@ -8,7 +8,7 @@ Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index d39de3ca46..51fad4674e 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -7,7 +7,7 @@ Contains keys events information with modifiers support like [code]Shift[/code] or [code]Alt[/code]. See [method Node._input]. - https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html + https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index 6fa1651a58..92a0e84523 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/latest/tutorials/inputs/inputevent.html#inputmap + https://docs.godotengine.org/en/3.2/tutorials/inputs/inputevent.html#inputmap diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 3f910a7f78..4d47389b7a 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/latest/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/3.2/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. - https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script + https://docs.godotengine.org/en/3.2/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 536c6baf64..d9c806b4f2 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/latest/tutorials/physics/kinematic_character_2d.html + https://docs.godotengine.org/en/3.2/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 e2d456dc92..ffeac5df29 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/latest/tutorials/physics/kinematic_character_2d.html - https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html + 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://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 68bcc86d54..5153af26a9 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/latest/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.2/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 b3282650e7..670cc1dbc6 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/latest/tutorials/2d/2d_lights_and_shadows.html + https://docs.godotengine.org/en/3.2/tutorials/2d/2d_lights_and_shadows.html diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml index 29fed7e7f9..2389d814bd 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/latest/tutorials/2d/2d_lights_and_shadows.html + https://docs.godotengine.org/en/3.2/tutorials/2d/2d_lights_and_shadows.html diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index 6d473b44a4..24fc9dccc5 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/latest/tutorials/2d/2d_meshes.html + https://docs.godotengine.org/en/3.2/tutorials/2d/2d_meshes.html diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 524c7fe76f..351312818c 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/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html - https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html + 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 diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance.xml index feeb5c4a8c..72f20521c3 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/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html - https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html - https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html + 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 diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml index 476183fc27..a7079ef7f6 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/latest/tutorials/threads/using_multiple_threads.html + https://docs.godotengine.org/en/3.2/tutorials/threads/using_multiple_threads.html diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml index d192714373..793d3bd633 100644 --- a/doc/classes/NetworkedMultiplayerPeer.xml +++ b/doc/classes/NetworkedMultiplayerPeer.xml @@ -7,7 +7,7 @@ Manages the connection to network peers. Assigns unique IDs to each client connected to the server. - https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html + https://docs.godotengine.org/en/3.2/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 3c43436b75..cc52d1786a 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -17,7 +17,7 @@ [b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. - https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html + https://docs.godotengine.org/en/3.2/getting_started/step_by_step/scenes_and_nodes.html https://github.com/godotengine/godot-demo-projects/ @@ -135,7 +135,7 @@ child_node.get_parent().remove_child(child_node) add_child(child_node) [/codeblock] - [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. + [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index a8237ad504..90e2e13c11 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/latest/tutorials/2d/custom_drawing_in_2d.html + https://docs.godotengine.org/en/3.2/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 9de6cbd06b..d0903d48e0 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -636,7 +636,7 @@ - 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/latest/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/3.2/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 389fb64900..01f63ab641 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -20,7 +20,7 @@ [b]Note:[/b] Unlike references to a [Reference], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [Reference] for data classes instead of [Object]. - https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html + https://docs.godotengine.org/en/3.2/getting_started/workflow/best_practices/node_alternatives.html diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml index 105a17b13c..7aab8d8e7b 100644 --- a/doc/classes/OmniLight.xml +++ b/doc/classes/OmniLight.xml @@ -8,7 +8,7 @@ [b]Note:[/b] Due to current rendering engine limitations, only 8 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 8 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. - https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.2/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml index bf72f7bfca..2edb7bce42 100644 --- a/doc/classes/Particles.xml +++ b/doc/classes/Particles.xml @@ -8,7 +8,7 @@ Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. - https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html + https://docs.godotengine.org/en/3.2/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 5e5cf04c53..d5d43781ed 100644 --- a/doc/classes/Particles2D.xml +++ b/doc/classes/Particles2D.xml @@ -8,7 +8,7 @@ Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. - https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html + https://docs.godotengine.org/en/3.2/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 be68990180..42a791725f 100644 --- a/doc/classes/Physics2DDirectBodyState.xml +++ b/doc/classes/Physics2DDirectBodyState.xml @@ -7,7 +7,7 @@ Provides direct access to a physics body in the [Physics2DServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces]. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/Physics2DDirectSpaceState.xml index aada99cb4f..7712da0f96 100644 --- a/doc/classes/Physics2DDirectSpaceState.xml +++ b/doc/classes/Physics2DDirectSpaceState.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html diff --git a/doc/classes/Physics2DShapeQueryParameters.xml b/doc/classes/Physics2DShapeQueryParameters.xml index dbf1073fe7..c903e41afe 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/latest/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/3.2/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 15dab17507..3a01685044 100644 --- a/doc/classes/PhysicsBody.xml +++ b/doc/classes/PhysicsBody.xml @@ -7,7 +7,7 @@ PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.2/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/latest/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/3.2/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/latest/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. diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index ab0b857fdf..4b882715f6 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -7,7 +7,7 @@ PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.2/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/latest/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/3.2/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/latest/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. diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml index 29d710d712..a8bd07cc94 100644 --- a/doc/classes/PhysicsDirectSpaceState.xml +++ b/doc/classes/PhysicsDirectSpaceState.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html diff --git a/doc/classes/PhysicsShapeQueryParameters.xml b/doc/classes/PhysicsShapeQueryParameters.xml index 80cfe3419c..bb8ad5ecb9 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/latest/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/3.2/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 85b3571e96..bd430777db 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -7,7 +7,7 @@ Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. - https://docs.godotengine.org/en/latest/tutorials/math/index.html + https://docs.godotengine.org/en/3.2/tutorials/math/index.html diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index a1c1c0b470..86eddf2053 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -216,7 +216,7 @@ 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/latest/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/3.2/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]. diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml index f7693d596c..d0abb0f959 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/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions + https://docs.godotengine.org/en/3.2/tutorials/3d/using_transforms.html#interpolating-with-quaternions https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml index cb766cd731..41c450f6fc 100644 --- a/doc/classes/RandomNumberGenerator.xml +++ b/doc/classes/RandomNumberGenerator.xml @@ -15,7 +15,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/tutorials/math/random_number_generation.html + https://docs.godotengine.org/en/3.2/tutorials/math/random_number_generation.html diff --git a/doc/classes/RayCast.xml b/doc/classes/RayCast.xml index b35f093879..ec4d45fd54 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/latest/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.2/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/latest/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/3.2/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 dfeff6e801..006a18b347 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/latest/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.2/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/latest/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/3.2/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 23c1732057..a46603a6ec 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/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html - https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html + 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 diff --git a/doc/classes/Reference.xml b/doc/classes/Reference.xml index 5dc4b468a1..db9f17a5da 100644 --- a/doc/classes/Reference.xml +++ b/doc/classes/Reference.xml @@ -9,7 +9,7 @@ In the vast majority of use cases, instantiating and using [Reference]-derived types is all you need to do. The methods provided in this class are only for advanced users, and can cause issues if misused. - https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html + https://docs.godotengine.org/en/3.2/getting_started/workflow/best_practices/node_alternatives.html diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index e3b08cf40d..3ee6a6f7c0 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/latest/tutorials/3d/reflection_probes.html + https://docs.godotengine.org/en/3.2/tutorials/3d/reflection_probes.html diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index b1df9db267..4efeebf609 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -7,8 +7,8 @@ Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Unlike [Object]s, they are reference-counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference-counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource. - https://docs.godotengine.org/en/latest/getting_started/step_by_step/resources.html - https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html + 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 diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml index f16fff16b8..ee4cc44fec 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/latest/tutorials/gui/bbcode_in_richtextlabel.html + https://docs.godotengine.org/en/3.2/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 384f44517a..6a6857ca89 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -9,7 +9,7 @@ [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/latest/tutorials/gui/bbcode_in_richtextlabel.html + https://docs.godotengine.org/en/3.2/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 6bffdc898b..4deb2cd4ad 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/latest/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.2/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 7e57e9740c..058fc6a7cb 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/latest/getting_started/step_by_step/scene_tree.html - https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html + https://docs.godotengine.org/en/3.2/getting_started/step_by_step/scene_tree.html + https://docs.godotengine.org/en/3.2/tutorials/viewports/multiple_resolutions.html diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 2ea4fdc1fa..55aa7cd949 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -8,7 +8,7 @@ The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. - https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html + https://docs.godotengine.org/en/3.2/getting_started/step_by_step/scripting.html diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml index 84bcaf5796..8de7d46556 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/latest/tutorials/threads/using_multiple_threads.html + https://docs.godotengine.org/en/3.2/tutorials/threads/using_multiple_threads.html diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 3fbd06ce3d..8e367fd57f 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/latest/tutorials/shading/index.html - https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html + 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 diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 1b135b0329..4bf105170c 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -7,7 +7,7 @@ A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader. - https://docs.godotengine.org/en/latest/tutorials/shading/index.html + https://docs.godotengine.org/en/3.2/tutorials/shading/index.html diff --git a/doc/classes/Shape.xml b/doc/classes/Shape.xml index 5925d614bb..c04da15633 100644 --- a/doc/classes/Shape.xml +++ b/doc/classes/Shape.xml @@ -7,7 +7,7 @@ Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody] or [Area] objects. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index c51b4f1f48..de1de1149e 100644 --- a/doc/classes/Shape2D.xml +++ b/doc/classes/Shape2D.xml @@ -7,7 +7,7 @@ Base class for all 2D shapes. All 2D shape types inherit from this. - https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html + https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index 5eb067a26b..ff519a18a4 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/latest/tutorials/animation/2d_skeletons.html + https://docs.godotengine.org/en/3.2/tutorials/animation/2d_skeletons.html diff --git a/doc/classes/SoftBody.xml b/doc/classes/SoftBody.xml index 88e61d9029..e728c82465 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/latest/tutorials/physics/soft_body.html + https://docs.godotengine.org/en/3.2/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/latest/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/3.2/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/latest/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. diff --git a/doc/classes/Spatial.xml b/doc/classes/Spatial.xml index 0437c643ad..74077df503 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/latest/tutorials/3d/introduction_to_3d.html + https://docs.godotengine.org/en/3.2/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 0edfaedc49..ce57d4df3f 100644 --- a/doc/classes/SpatialMaterial.xml +++ b/doc/classes/SpatialMaterial.xml @@ -7,7 +7,7 @@ This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. - https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html + https://docs.godotengine.org/en/3.2/tutorials/3d/spatial_material.html diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml index a526aecfef..176e7cd95a 100644 --- a/doc/classes/SpotLight.xml +++ b/doc/classes/SpotLight.xml @@ -8,7 +8,7 @@ [b]Note:[/b] Due to current rendering engine limitations, only 8 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 8 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. - https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html + https://docs.godotengine.org/en/3.2/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 5051a210b9..86463d0983 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/latest/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/3.2/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 589df8d6df..91b489ec8f 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/latest/tutorials/networking/ssl_certificates.html + https://docs.godotengine.org/en/3.2/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/String.xml b/doc/classes/String.xml index b6789a5f91..e86d33dd1a 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/latest/getting_started/scripting/gdscript/gdscript_format_string.html + https://docs.godotengine.org/en/3.2/getting_started/scripting/gdscript/gdscript_format_string.html diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml index cc01f89812..d19833ff17 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/latest/tutorials/gui/gui_skinning.html + https://docs.godotengine.org/en/3.2/tutorials/gui/gui_skinning.html diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml index 4410eab93a..8218e75ced 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/latest/tutorials/threads/using_multiple_threads.html - https://docs.godotengine.org/en/latest/tutorials/threads/thread_safe_apis.html + 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://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 0ed7e96f11..e91efa3f92 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -7,7 +7,7 @@ Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps. - https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html + https://docs.godotengine.org/en/3.2/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 @@ -293,10 +293,10 @@ 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/latest/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/3.2/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/latest/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. 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 9766d4cf94..af400073ed 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/latest/tutorials/2d/using_tilemaps.html + https://docs.godotengine.org/en/3.2/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 4bf409a644..380e712a4a 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/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html - https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html + 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://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 289599f189..1d5ee1a16d 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/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html + 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://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 fe4068d8ca..fa4a2d4eaf 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/latest/tutorials/i18n/internationalizing_games.html - https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html + https://docs.godotengine.org/en/3.2/tutorials/i18n/internationalizing_games.html + https://docs.godotengine.org/en/3.2/tutorials/i18n/locales.html diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml index 7fcc4b7773..e7fa2a37e5 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/latest/tutorials/i18n/internationalizing_games.html - https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html + https://docs.godotengine.org/en/3.2/tutorials/i18n/internationalizing_games.html + https://docs.godotengine.org/en/3.2/tutorials/i18n/locales.html diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index e56b51a607..aa81bf9cfb 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/latest/development/cpp/variant_class.html + https://docs.godotengine.org/en/3.2/development/cpp/variant_class.html diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index b778fef9ac..a36184e2e7 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/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html - https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html + 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://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 05e9bb1414..fcc830d19f 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/latest/tutorials/math/index.html - https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html - https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html + 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://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 58340c7658..f58671d48a 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -12,8 +12,8 @@ Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw. - https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html - https://docs.godotengine.org/en/latest/tutorials/viewports/index.html + https://docs.godotengine.org/en/3.2/tutorials/2d/2d_transforms.html + https://docs.godotengine.org/en/3.2/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 3ea801172e..5b78649ac5 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/latest/tutorials/optimization/using_servers.html + https://docs.godotengine.org/en/3.2/tutorials/optimization/using_servers.html diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index 02781043ea..da6822045c 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -6,7 +6,7 @@ - https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html + https://docs.godotengine.org/en/3.2/tutorials/shading/visual_shaders.html diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml index 1bbc112770..e8b9b22278 100644 --- a/doc/classes/VisualShaderNodeCustom.xml +++ b/doc/classes/VisualShaderNodeCustom.xml @@ -13,7 +13,7 @@ [/codeblock] - https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html + https://docs.godotengine.org/en/3.2/tutorials/plugins/editor/visual_shader_plugins.html diff --git a/doc/classes/World.xml b/doc/classes/World.xml index 58ea063bd7..cb9a07b575 100644 --- a/doc/classes/World.xml +++ b/doc/classes/World.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index 8748e2926b..ed75c5a1bd 100644 --- a/doc/classes/World2D.xml +++ b/doc/classes/World2D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world. - https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html + https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index 7d17a4c594..314cd9432a 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/latest/tutorials/3d/environment_and_post_processing.html + https://docs.godotengine.org/en/3.2/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/modules/csg/doc_classes/CSGShape.xml b/modules/csg/doc_classes/CSGShape.xml index cb53bf2fdb..f020f33cf3 100644 --- a/modules/csg/doc_classes/CSGShape.xml +++ b/modules/csg/doc_classes/CSGShape.xml @@ -71,10 +71,10 @@ The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/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/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. - The physics layers this CSG shape scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers this CSG shape scans for collisions. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent. diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml index c33ba269c9..4575b63f50 100644 --- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml +++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml @@ -7,7 +7,7 @@ A PacketPeer implementation that should be passed to [member SceneTree.network_peer] after being initialized as either a client or server. Events can then be handled by connecting to [SceneTree] signals. - https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html + https://docs.godotengine.org/en/3.2/tutorials/networking/high_level_multiplayer.html http://enet.bespin.org/usergroup0.html diff --git a/modules/gdnative/doc_classes/GDNativeLibrary.xml b/modules/gdnative/doc_classes/GDNativeLibrary.xml index 1b8173a816..18b96f58ac 100644 --- a/modules/gdnative/doc_classes/GDNativeLibrary.xml +++ b/modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -7,8 +7,8 @@ A GDNative library can implement [NativeScript]s, global functions to call with the [GDNative] class, or low-level engine extensions through interfaces such as [ARVRInterfaceGDNative]. The library must be compiled for each platform and architecture that the project will run on. - https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-example.html - https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-cpp-example.html + https://docs.godotengine.org/en/3.2/tutorials/plugins/gdnative/gdnative-c-example.html + https://docs.godotengine.org/en/3.2/tutorials/plugins/gdnative/gdnative-cpp-example.html diff --git a/modules/gdscript/doc_classes/@GDScript.xml b/modules/gdscript/doc_classes/@GDScript.xml index 9c24616be9..19fb987c1d 100644 --- a/modules/gdscript/doc_classes/@GDScript.xml +++ b/modules/gdscript/doc_classes/@GDScript.xml @@ -7,7 +7,7 @@ List of core built-in GDScript functions. Math functions and other utilities. Everything else is provided by objects. (Keywords: builtin, built in, global functions.) - https://docs.godotengine.org/en/latest/tutorials/math/random_number_generation.html + https://docs.godotengine.org/en/3.2/tutorials/math/random_number_generation.html diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml index acd153f0cc..85b17e0104 100644 --- a/modules/gdscript/doc_classes/GDScript.xml +++ b/modules/gdscript/doc_classes/GDScript.xml @@ -8,7 +8,7 @@ [method new] creates a new instance of the script. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. - https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/index.html + https://docs.godotengine.org/en/3.2/getting_started/scripting/gdscript/index.html diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml index f69d9c8981..fe279a4e2f 100644 --- a/modules/gridmap/doc_classes/GridMap.xml +++ b/modules/gridmap/doc_classes/GridMap.xml @@ -10,7 +10,7 @@ Internally, a GridMap is split into a sparse collection of octants for efficient rendering and physics processing. Every octant has the same dimensions and can contain several cells. - https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html + https://docs.godotengine.org/en/3.2/tutorials/3d/using_gridmaps.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/126 @@ -223,7 +223,7 @@ GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them. - The physics layers this GridMap detects collisions in. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers this GridMap detects collisions in. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. The assigned [MeshLibrary]. diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml index 23da3f2016..4f12d1214e 100644 --- a/modules/visual_script/doc_classes/VisualScript.xml +++ b/modules/visual_script/doc_classes/VisualScript.xml @@ -9,7 +9,7 @@ You are most likely to use this class via the Visual Script editor or when writing plugins for it. - https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html + https://docs.godotengine.org/en/3.2/getting_started/scripting/visual_script/index.html