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Fix a few broken references

Plus add three missing images
Rémi Verschelde 9 years ago
parent
commit
1e206a9383

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+ 1 - 1
tutorials/2d/cutout_animation.rst

@@ -282,7 +282,7 @@ Animation
 
 
 The following section will be a collection of tips for creating
 The following section will be a collection of tips for creating
 animation for your rigs. If unsure about how the animation system in
 animation for your rigs. If unsure about how the animation system in
-Godot works, refresh it by checking again the :ref:`doc-animations`.
+Godot works, refresh it by checking again the :ref:`doc_animations`.
 
 
 2D Animation
 2D Animation
 ------------
 ------------

+ 2 - 4
tutorials/2d/kinematic_character_2d.rst

@@ -98,10 +98,8 @@ Moving the Kinematic Character
 
 
 Go back to the character scene, and open the script, the magic begins
 Go back to the character scene, and open the script, the magic begins
 now! Kinematic body will do nothing by default, but it has a really
 now! Kinematic body will do nothing by default, but it has a really
-useful function called
-`move(motion_vector:Vector2) <https://github.com/okamstudio/godot/wiki/class_kinematicbody2d#move>`__.
-This function takes a
-:ref:`Vector2 <class_Vector2>` as
+useful function called :ref:`KinematicBody2D.move() <class_KinematicBody2D_move>`.
+This function takes a :ref:`Vector2 <class_Vector2>` as
 an argument, and tries to apply that motion to the kinematic body. If a
 an argument, and tries to apply that motion to the kinematic body. If a
 collision happens, it stops right at the moment of the collision.
 collision happens, it stops right at the moment of the collision.
 
 

+ 2 - 2
tutorials/2d/physics_introduction.rst

@@ -231,8 +231,8 @@ the CollisionObject2D:
 KinematicBody2D
 KinematicBody2D
 ~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~
 
 
-:ref:`Kinematic <class_Kinematic>`
-bodies are special types of bodies that are meant to be user-controlled.
+:ref:`KinematicBody2D <class_KinematicBody2D>` bodies are special types
+of bodies that are meant to be user-controlled.
 They are not affected by the physics at all (to other types of bodies,
 They are not affected by the physics at all (to other types of bodies,
 such a character or a rigidbody, these are the same as a staticbody).
 such a character or a rigidbody, these are the same as a staticbody).
 They have however, two main uses:
 They have however, two main uses:

+ 1 - 1
tutorials/3d/working_with_3d_skeletons.rst

@@ -75,7 +75,7 @@ function**
 
 
 Now, we want to do something interesting with ID except for printing it.
 Now, we want to do something interesting with ID except for printing it.
 Also, we might need additional information - to find bone parents to
 Also, we might need additional information - to find bone parents to
-complete chain, etc. This all is done with get/set_bone_\* functions.
+complete chain, etc. This all is done with get/set_bone\_\* functions.
 
 
 **To find bone parent we use get_bone_parent(id) function**
 **To find bone parent we use get_bone_parent(id) function**
 
 

+ 3 - 5
tutorials/engine/internationalizing_a_game.rst

@@ -18,7 +18,7 @@ Localization is usually done by specific studios hired for the job and,
 despite the huge amount of software and file formats available for this,
 despite the huge amount of software and file formats available for this,
 the most common way to do localization to this day is still with
 the most common way to do localization to this day is still with
 spreadsheets. The process of creating the spreadsheets and importing
 spreadsheets. The process of creating the spreadsheets and importing
-them is already covered in the :ref:`doc_import_translations` tutorial, so this
+them is already covered in the :ref:`doc_importing_translations` tutorial, so this
 one could be seen more like a follow up to that one.
 one could be seen more like a follow up to that one.
 
 
 Configuring the Imported Translation
 Configuring the Imported Translation
@@ -72,10 +72,8 @@ Making Controls Resizeable
 The same text in different languages can vary greatly in length. For
 The same text in different languages can vary greatly in length. For
 this, make sure to read the tutorial on :ref:`doc_size_and_anchors`, as having
 this, make sure to read the tutorial on :ref:`doc_size_and_anchors`, as having
 dynamically adjusted control sizes may help.
 dynamically adjusted control sizes may help.
-:ref:`Containers <class_Containers>`
-can be very useful, as well as the multiple options in
-:ref:`Label <class_Label>` for
-text wrapping.
+:ref:`Container <class_Container>` can be very useful, as well as the multiple options in
+:ref:`Label <class_Label>` for text wrapping.
 
 
 TranslationServer
 TranslationServer
 -----------------
 -----------------

+ 5 - 6
tutorials/engine/viewports.rst

@@ -181,12 +181,11 @@ rendering (once), or always render, no matter if visible or not.
 A few classes are created to make this easier in most common cases
 A few classes are created to make this easier in most common cases
 inside the editor:
 inside the editor:
 
 
--  :ref:`ViewportSprite <class_ViewportSprite>`
-   (for 2D).
--  :ref:`ViewportQuad <class_ViewportQuad>`
-   (for 3D).
--  :ref:`ViewportFrame <class_ViewportFrame>`
-   (for GUI).
+-  :ref:`ViewportSprite <class_ViewportSprite>` (for 2D).
+-  ViewportQuad (for 3D).
+-  ViewportFrame (for GUI).
+
+*TODO: Review the doc, ViewportQuad and ViewportFrame don't exist in 2.0.*
 
 
 Make sure to check the viewport demos! Viewport folder in the demo.zip
 Make sure to check the viewport demos! Viewport folder in the demo.zip
 available to download, or
 available to download, or

+ 2 - 4
tutorials/step_by_step/gui_tutorial.rst

@@ -61,10 +61,8 @@ subsequent motion events are received by the pressed control until that
 button is released, even if the pointer moves outside the control
 button is released, even if the pointer moves outside the control
 boundary.
 boundary.
 
 
-Like any class that inherits from
-:ref:`CanvasItem <class_CanvasItem>`
-(Control does), a
-:ref:`CanvasItem.draw() <class_CanvasItem_draw>`
+Like any class that inherits from :ref:`CanvasItem <class_CanvasItem>`
+(Control does), a :ref:`CanvasItem._draw() <class_CanvasItem__draw>`
 callback will be received at the begining and every time the control
 callback will be received at the begining and every time the control
 needs to be redrawn (programmer needs to call
 needs to be redrawn (programmer needs to call
 :ref:`CanvasItem.update() <class_CanvasItem_update>`
 :ref:`CanvasItem.update() <class_CanvasItem_update>`