Browse Source

Fix most internal links

Rémi Verschelde 9 years ago
parent
commit
2a7ab71a60
98 changed files with 198 additions and 205 deletions
  1. 1 1
      contributing/bug_triage_guidelines.rst
  2. 9 6
      contributing/doc_and_l10n_guidelines.rst
  3. 1 1
      contributing/list_of_classes_and_documenters.rst
  4. 5 5
      contributing/reference_filling_work.rst
  5. 1 1
      contributing/wiki_syntax.rst
  6. 1 1
      reference/2d_and_3d_keybindings.rst
  7. 1 1
      reference/batch_building_templates.rst
  8. 3 3
      reference/binary_serialization_api.rst
  9. 2 2
      reference/changing_editor_fonts.rst
  10. 1 1
      reference/command_line_tutorial.rst
  11. 3 3
      reference/compiling_for_android.rst
  12. 2 2
      reference/compiling_for_ios.rst
  13. 1 1
      reference/compiling_for_linux.rst
  14. 1 1
      reference/compiling_for_osx.rst
  15. 2 2
      reference/compiling_for_universal_windows_apps.rst
  16. 1 1
      reference/compiling_for_windows.rst
  17. 1 1
      reference/configure_your_ide.rst
  18. 1 1
      reference/core_types.rst
  19. 5 6
      reference/creating_android_modules.rst
  20. 1 1
      reference/cross-compiling_for_ios_on_linux.rst
  21. 3 3
      reference/custom_modules_in_c++.rst
  22. 4 4
      reference/gdscript.rst
  23. 5 5
      reference/gdscript_more_efficiently.rst
  24. 1 1
      reference/introduction_to_godot_development.rst
  25. 1 1
      reference/introduction_to_the_buildsystem.rst
  26. 1 1
      reference/locales.rst
  27. 1 1
      reference/object_class.rst
  28. 2 2
      reference/richtextlabel_bbcode.rst
  29. 1 1
      reference/services_for_ios.rst
  30. 1 1
      reference/shading_language.rst
  31. 1 1
      reference/variant_class.rst
  32. 1 1
      tutorials/2d/canvas_layers.rst
  33. 2 2
      tutorials/2d/custom_drawing_in_2d.rst
  34. 2 2
      tutorials/2d/custom_gui_controls.rst
  35. 2 2
      tutorials/2d/cutout_animation.rst
  36. 1 1
      tutorials/2d/gui_skinning.rst
  37. 1 1
      tutorials/2d/kinematic_character_2d.rst
  38. 1 1
      tutorials/2d/particle_systems_2d.rst
  39. 2 2
      tutorials/2d/physics_introduction.rst
  40. 2 2
      tutorials/2d/screen-reading_shaders.rst
  41. 1 1
      tutorials/2d/size_and_anchors.rst
  42. 3 3
      tutorials/2d/tilemap.rst
  43. 3 3
      tutorials/2d/viewport_and_canvas_transforms.rst
  44. 2 2
      tutorials/3d/3d_performance_and_limitations.rst
  45. 4 8
      tutorials/3d/fixed_materials.rst
  46. 1 1
      tutorials/3d/high_dynamic_range.rst
  47. 4 4
      tutorials/3d/importing_3d_meshes.rst
  48. 9 8
      tutorials/3d/importing_3d_scenes.rst
  49. 5 5
      tutorials/3d/introduction.rst
  50. 1 1
      tutorials/3d/inverse_kinematics.rst
  51. 3 3
      tutorials/3d/lighting.rst
  52. 3 4
      tutorials/3d/materials.rst
  53. 3 3
      tutorials/3d/shader_materials.rst
  54. 1 1
      tutorials/3d/shadow_mapping.rst
  55. 1 1
      tutorials/3d/working_with_3d_skeletons.rst
  56. 1 1
      tutorials/asset_pipeline/exporting_for_android.rst
  57. 5 6
      tutorials/asset_pipeline/exporting_for_ios.rst
  58. 1 1
      tutorials/asset_pipeline/exporting_for_pc.rst
  59. 1 1
      tutorials/asset_pipeline/exporting_images.rst
  60. 1 1
      tutorials/asset_pipeline/exporting_projects.rst
  61. 1 1
      tutorials/asset_pipeline/import_process.rst
  62. 1 1
      tutorials/asset_pipeline/importing_audio_samples.rst
  63. 2 2
      tutorials/asset_pipeline/importing_fonts.rst
  64. 2 2
      tutorials/asset_pipeline/importing_textures.rst
  65. 1 1
      tutorials/asset_pipeline/importing_translations.rst
  66. 3 4
      tutorials/asset_pipeline/managing_image_files.rst
  67. 1 1
      tutorials/asset_pipeline/one-click_deploy.rst
  68. 2 4
      tutorials/engine/background_loading.rst
  69. 1 1
      tutorials/engine/encrypting_save_games.rst
  70. 1 1
      tutorials/engine/handling_quit_request.rst
  71. 2 2
      tutorials/engine/inputevent.rst
  72. 3 3
      tutorials/engine/internationalizing_a_game.rst
  73. 3 3
      tutorials/engine/mouse_and_input_coordinates.rst
  74. 2 2
      tutorials/engine/multiple_resolutions.rst
  75. 1 1
      tutorials/engine/paths.rst
  76. 1 1
      tutorials/engine/pausing_the_game.rst
  77. 3 3
      tutorials/engine/saving_your_game.rst
  78. 1 1
      tutorials/engine/version_control.rst
  79. 1 1
      tutorials/engine/viewports.rst
  80. 1 1
      tutorials/http_client_class.rst
  81. 3 3
      tutorials/matrices_and_transforms.rst
  82. 3 3
      tutorials/mesh_generation_with_heightmap_and_shaders.rst
  83. 1 1
      tutorials/ray-casting.rst
  84. 1 1
      tutorials/ssl_certificates.rst
  85. 1 1
      tutorials/step_by_step/animations.rst
  86. 1 1
      tutorials/step_by_step/file_system.rst
  87. 3 3
      tutorials/step_by_step/gui_tutorial.rst
  88. 1 1
      tutorials/step_by_step/instancing.rst
  89. 1 1
      tutorials/step_by_step/instancing_continued.rst
  90. 1 1
      tutorials/step_by_step/resources.rst
  91. 3 3
      tutorials/step_by_step/scene_tree.rst
  92. 1 1
      tutorials/step_by_step/scenes_and_nodes.rst
  93. 4 4
      tutorials/step_by_step/scripting.rst
  94. 1 1
      tutorials/step_by_step/scripting_continued.rst
  95. 3 3
      tutorials/step_by_step/simple_2d_game.rst
  96. 2 2
      tutorials/step_by_step/singletons_autoload.rst
  97. 2 3
      tutorials/step_by_step/splash_screen.rst
  98. 2 2
      tutorials/vector_math.rst

+ 1 - 1
contributing/bug_triage_guidelines.rst

@@ -1,4 +1,4 @@
-:: _doc_bug_triage_guidelines:
+.. _doc_bug_triage_guidelines:
 
 Bug triage guidelines
 =====================

+ 9 - 6
contributing/doc_and_l10n_guidelines.rst

@@ -1,4 +1,4 @@
-:: _doc_doc_and_l10n_guidelines:
+.. _doc_doc_and_l10n_guidelines:
 
 Documentation writing and translating guidelines
 ================================================
@@ -34,7 +34,7 @@ following rules must be respected :
 
 -  Choose a short and explicit title
 -  Respect the grammar and orthography
--  Make use of the [[Wiki syntax]]
+-  Make use of the :ref:`doc_wiki_syntax`
 
 | Try to structure your page in order to enable users to include a page
   directly in another page or even forum posts using the include wiki
@@ -78,6 +78,8 @@ Note for non-English authors
 Translating existing pages
 --------------------------
 
+**TODO: Needs review for Sphinx doc**
+
 You are very welcome to translate existing pages from English to your
 language, or from your language to English. If these guidelines were
 respected, an English page already exists for every page of this wiki,
@@ -85,7 +87,7 @@ even if it is empty. To translate an existing page, please follow these
 few rules :
 
 -  Respect the grammar and orthography
--  Make use of the [[wiki syntax]]
+-  Make use of the :ref:`doc_wiki_syntax`
 -  Re-use images
 -  Always keep the structure of the English page (if it is written yet,
    follow the structure of the original language page you are
@@ -95,9 +97,10 @@ To translate an existing page, simply copy its original content. Then,
 create the new page in the section of your language, copy the English
 content in it and start translating.
 
-| Please add a line at the very beginning of your translation, linking
-  to the English base page you translate from :
-| Traduction de ![[Godot Engine:Creating 2D Games]]
+Please add a line at the very beginning of your translation, linking
+to the English base page you translate from:
+
+Traduction de ![[Godot Engine:Creating 2D Games]]
 
 The previous link is of the form ![[:]] which enables you to add a link
 to a page located in an other project. Here, "Godot Engine" is the

+ 1 - 1
contributing/list_of_classes_and_documenters.rst

@@ -1,4 +1,4 @@
-:: _doc_list_of_classes_and_documenters:
+.. _doc_list_of_classes_and_documenters:
 
 List of classes and documenters
 ===============================

+ 5 - 5
contributing/reference_filling_work.rst

@@ -1,17 +1,17 @@
-:: _doc_reference_filling_work:
+.. _doc_reference_filling_work:
 
 Reference filling work
 ======================
 
 Godot Engine provides an important number of classes that you can make
-use of to create your games. However, the [[Reference\|reference]] that
+use of to create your games. However, the :ref:`toc-class-ref` that
 lists all these classes with their methods is quite incomplete. We need
 your kind help to fill this reference. This page will explain you how.
 
 > Please note: we aim at filling completely this reference in English
 first. Please do not start translating it for the moment.
 
-[[List of classes and documenters]]
+:ref:`doc_list_of_classes_and_documenters`
 
 Editing with Github
 -------------------
@@ -46,7 +46,7 @@ Updating the documentation template
 When classes are modified in the source code, the documentation template
 might become outdated. To make sure that you are editing an up-to-date
 version, you first need to compile Godot (you can follow the
-[[Introduction to the Godot buildsystem]] page), and then run the
+:ref:`doc_introduction_to_the_buildsystem` page), and then run the
 following command (assuming 64-bit Linux):
 
 ::
@@ -84,7 +84,7 @@ Godot fork.
 Edit doc/base/classes.xml file
 ------------------------------
 
-First of all, check the [[List of classes and documenters]]. Try to work
+First of all, check the :ref:`doc_list_of_classes_and_documenters`. Try to work
 on classes not already assigned nor filled.
 
 | This file is produced by Godot Engine. It is used by the editor, for

+ 1 - 1
contributing/wiki_syntax.rst

@@ -1,4 +1,4 @@
-:: _doc_wiki_syntax:
+.. _doc_wiki_syntax:
 
 Wiki Syntax
 ===========

+ 1 - 1
reference/2d_and_3d_keybindings.rst

@@ -1,4 +1,4 @@
-:: _doc_2d_and_3d_keybindings:
+.. _doc_2d_and_3d_keybindings:
 
 2D and 3D Keybindings
 =====================

+ 1 - 1
reference/batch_building_templates.rst

@@ -1,4 +1,4 @@
-:: _doc_batch_building_templates:
+.. _doc_batch_building_templates:
 
 Batch building templates
 ========================

+ 3 - 3
reference/binary_serialization_api.rst

@@ -1,4 +1,4 @@
-:: _doc_binary_serialization_api:
+.. _doc_binary_serialization_api:
 
 Binary serialization API
 ========================
@@ -8,8 +8,8 @@ Introduction
 
 Godot has a simple serialization API based on Variant. It's used for
 converting data types to an array of bytes efficiently. This API is used
-in the functions ``get_var`` and ``store_var`` of the [[API:File\|File
-class]] as well as the packet APIs for [[API:PacketPeer]]. This format
+in the functions ``get_var`` and ``store_var`` of :ref:`class_File`
+as well as the packet APIs for :ref:`class_PacketPeer`. This format
 is not used for binary scenes and resources.
 
 Packet specification

+ 2 - 2
reference/changing_editor_fonts.rst

@@ -1,11 +1,11 @@
-:: _doc_changing_editor_fonts:
+.. _doc_changing_editor_fonts:
 
 Changing editor fonts
 =====================
 
 Godot allows changing the font for the editor, and the font for the code
 editor. Both need to be in .fnt format, so they need to be imported
-somewhere using the [[Importing fonts\|font import tool]].
+somewhere using the :ref:`font import tool <doc_importing_fonts>`.
 
 Then copy or do whathever you want with the font, as long as the
 location does not change, and set the relevant property in Editor

+ 1 - 1
reference/command_line_tutorial.rst

@@ -1,4 +1,4 @@
-:: _doc_command_line_tutorial:
+.. _doc_command_line_tutorial:
 
 Command line tutorial
 =====================

+ 3 - 3
reference/compiling_for_android.rst

@@ -1,4 +1,4 @@
-:: _doc_compiling_for_android:
+.. _doc_compiling_for_android:
 
 Compiling for Android
 =====================
@@ -12,8 +12,8 @@ For most cases, using the built-in deployer and export templates is good
 enough. Compiling the Android APK manually is mostly useful for custom
 builds or custom packages for the deployer.
 
-Also, you still need to do all the steps mentioned in the [[Exporting
-for Android]] tutorial before attempting your custom export template.
+Also, you still need to do all the steps mentioned in the :ref:`doc_exporting_for_android`
+tutorial before attempting your custom export template.
 
 Requirements
 ------------

+ 2 - 2
reference/compiling_for_ios.rst

@@ -1,4 +1,4 @@
-:: _doc_compiling_for_ios:
+.. _doc_compiling_for_ios:
 
 Compiling for iOS
 =================
@@ -42,7 +42,7 @@ Run
 ---
 
 | To run on a device or simulator, follow these instructions:
-  [[Exporting for iOS]].
+  :ref:`doc_exporting_for_ios`.
 | Replace or add your executable to the Xcode project, and change the
   "executable name" property on Info.plist accordingly if you use an
   alternative build.

+ 1 - 1
reference/compiling_for_linux.rst

@@ -1,4 +1,4 @@
-:: _doc_compiling_for_linux:
+.. _doc_compiling_for_linux:
 
 Compiling for Linux
 ===================

+ 1 - 1
reference/compiling_for_osx.rst

@@ -1,4 +1,4 @@
-:: _doc_compiling_for_osx:
+.. _doc_compiling_for_osx:
 
 Compiling for OSX
 =================

+ 2 - 2
reference/compiling_for_universal_windows_apps.rst

@@ -1,4 +1,4 @@
-:: _doc_compiling_for_universal_windows_apps:
+.. _doc_compiling_for_universal_windows_apps:
 
 Compiling for Universal Windows Apps
 ====================================
@@ -13,7 +13,7 @@ Requirements
 ------------
 
 -  Windows 8
--  SCons (see [[Compiling for Windows]] for more details)
+-  SCons (see :ref:`doc_compiling_for_windows` for more details)
 -  Visual Studio 2013 for Windows (but *not* "for Windows Desktop").
    Tested on "Microsoft Visual Studio Express 2013 for Windows Version
    12.0.31101.00 Update 4".

+ 1 - 1
reference/compiling_for_windows.rst

@@ -1,4 +1,4 @@
-:: _doc_compiling_for_windows:
+.. _doc_compiling_for_windows:
 
 Compiling for Windows
 =====================

+ 1 - 1
reference/configure_your_ide.rst

@@ -1,4 +1,4 @@
-:: _doc_configure_your_ide:
+.. _doc_configure_your_ide:
 
 Configure an IDE
 ================

+ 1 - 1
reference/core_types.rst

@@ -1,4 +1,4 @@
-:: _doc_core_types:
+.. _doc_core_types:
 
 Core types
 ==========

+ 5 - 6
reference/creating_android_modules.rst

@@ -1,4 +1,4 @@
-:: _doc_creating_android_modules:
+.. _doc_creating_android_modules:
 
 Creating Android modules
 ========================
@@ -52,12 +52,11 @@ share it with the community.
 Android module
 --------------
 
-Writing an Android module is similar to [[Custom modules in C++]], but
+Writing an Android module is similar to :ref:`doc_custom_modules_in_c++`, but
 needs a few more steps.
 
-Make sure you are familiar with building your own [[Compiling for
-Android\|Android export templates]], as well as creating [[Custom
-modules in C++\|custom modules]].
+Make sure you are familiar with building your own :ref:`Android export templates <doc_compiling_for_android>`,
+as well as creating :ref:`doc_custom_modules_in_c++`.
 
 config.py
 ~~~~~~~~~
@@ -254,7 +253,7 @@ Afterwards, just build the ant project normally:
     c:\\godot\\platform\\android\\java> ant release
 
 This should generate the apk used as export template properly, as
-defined in the [[Compiling for Android\|Android build instructions]].
+defined in :ref:`doc_compiling_for_android`.
 
 Usually to generate the apk, again both commands must be run in
 sequence:

+ 1 - 1
reference/cross-compiling_for_ios_on_linux.rst

@@ -1,4 +1,4 @@
-:: _doc_cross-compiling_for_ios_on_linux:
+.. _doc_cross-compiling_for_ios_on_linux:
 
 Cross-compiling for iOS on Linux
 ================================

+ 3 - 3
reference/custom_modules_in_c++.rst

@@ -1,4 +1,4 @@
-:: _doc_custom_modules_in_c++:
+.. _doc_custom_modules_in_c++:
 
 Custom modules in C++
 =====================
@@ -225,10 +225,10 @@ stuff normally and remember to:
 But this is not all, depending what you do, you will be greeted with
 some surprises.
 
--  If you inherit from [[API:Node]] (or any derived node type, such as
+-  If you inherit from :ref:`class_Node` (or any derived node type, such as
    Sprite), your new class will appear in the editor, in the inheritance
    tree in the "Add Node" dialog.
--  If you inherit from [[API:Resource]], it will appear int the resource
+-  If you inherit from :ref:`class_Resource`, it will appear int the resource
    list, and all the exposed properties can be serialized when
    saved/loaded.
 -  By this same logic, you can extend the Editor and almost any area of

+ 4 - 4
reference/gdscript.rst

@@ -1,4 +1,4 @@
-:: _doc_gdscript:
+.. _doc_gdscript:
 
 GDScript
 ========
@@ -115,7 +115,7 @@ here's a simple example of how it looks.
 
 If you have previous experience with statically typed languages such as
 C, C++, or C# but never used a dynamically typed one, it is advised you
-read this tutorial: [[GDScript (More Efficiently)]].
+read this tutorial: :ref:`doc_gdscript_more_efficiently`.
 
 Language
 --------
@@ -891,11 +891,11 @@ placed at the top of the file:
 Memory Management
 ~~~~~~~~~~~~~~~~~
 
-If a class inherits from [[Class:Reference]], then instances will be
+If a class inherits from :ref:`class_Reference`, then instances will be
 freed when no longer in use. No garbage collector exists, just simple
 reference counting. By default, all classes that don't define
 inheritance extend **Reference**. If this is not desired, then a class
-must inherit [[Class:Object]] manually and must call instance.free(). To
+must inherit :ref:`class_Object` manually and must call instance.free(). To
 avoid reference cycles that can't be freed, a ``weakref`` function is
 provided for creating weak references.
 

+ 5 - 5
reference/gdscript_more_efficiently.rst

@@ -1,4 +1,4 @@
-:: _doc_gdscript_more_efficiently:
+.. _doc_gdscript_more_efficiently:
 
 Using GDScript Efficiently
 ==========================
@@ -27,8 +27,8 @@ are that:
 -  Less code written means less errors & mistakes to fix.
 -  Easier to read the code (less clutter).
 -  No compilation is required to test.
--  Run-Time is tiny.
--  [[API:Duck-Typing]] and [[API:Polymorphism]] by nature.
+-  Runtime is tiny.
+-  Duck-typing and polymorphism by nature.
 
 While the main cons are:
 
@@ -165,9 +165,9 @@ GDScript:
 In GDScript, only base types (int, float, string and the vector types)
 are passed by value to functions (value is copied). Everything else
 (instances, arrays, dictionaries, etc) is passed as reference. Classes
-that inherit [[API:Reference]] (the default if nothing is specified)
+that inherit :ref:`class_Reference` (the default if nothing is specified)
 will be freed when not used, but manual memory management is allowed too
-if inheriting manualy from [[API:Object]].
+if inheriting manualy from :ref:`class_Object`.
 
 Arrays
 ------

+ 1 - 1
reference/introduction_to_godot_development.rst

@@ -1,4 +1,4 @@
-:: _doc_introduction_to_godot_development:
+.. _doc_introduction_to_godot_development:
 
 Introduction to Godot development
 =================================

+ 1 - 1
reference/introduction_to_the_buildsystem.rst

@@ -1,4 +1,4 @@
-:: _doc_introduction_to_the_buildsystem:
+.. _doc_introduction_to_the_buildsystem:
 
 Introduction to the buildsystem
 ===============================

+ 1 - 1
reference/locales.rst

@@ -1,4 +1,4 @@
-:: _doc_locales:
+.. _doc_locales:
 
 Locales
 =======

+ 1 - 1
reference/object_class.rst

@@ -1,4 +1,4 @@
-:: _doc_object_class:
+.. _doc_object_class:
 
 Object class
 ============

+ 2 - 2
reference/richtextlabel_bbcode.rst

@@ -1,4 +1,4 @@
-:: _doc_richtextlabel_bbcode:
+.. _doc_richtextlabel_bbcode:
 
 BBCode RichTextLabel
 ====================
@@ -6,7 +6,7 @@ BBCode RichTextLabel
 Introduction
 ------------
 
-[[RichTextLabel]] allows to display complex text markup in a control. It
+:ref:`class_RichTextLabel` allows to display complex text markup in a control. It
 has a built-in API for generating the markup, but can also parse a
 BBCode.
 

+ 1 - 1
reference/services_for_ios.rst

@@ -1,4 +1,4 @@
-:: _doc_services_for_ios:
+.. _doc_services_for_ios:
 
 Services for iOS
 ================

+ 1 - 1
reference/shading_language.rst

@@ -1,4 +1,4 @@
-:: _doc_shading_language:
+.. _doc_shading_language:
 
 Shading Language
 ================

+ 1 - 1
reference/variant_class.rst

@@ -1,4 +1,4 @@
-:: _doc_variant_class:
+.. _doc_variant_class:
 
 Variant class
 =============

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

@@ -1,4 +1,4 @@
-:: _doc_canvas_layers:
+.. _doc_canvas_layers:
 
 Canvas Layers
 =============

+ 2 - 2
tutorials/2d/custom_drawing_in_2d.rst

@@ -1,4 +1,4 @@
-:: _doc_custom_drawing_in_2d:
+.. _doc_custom_drawing_in_2d:
 
 Custom Drawing in 2D
 ====================
@@ -111,5 +111,5 @@ Tools
   editor, to use as preview or visualization of some feature or
   behavior.
 | Remember to just use the "tool" keyword at the top of the script
-  (check the [[GDScript]] reference if you forgot what this does).
+  (check the :ref:`doc_gdscript` reference if you forgot what this does).
 

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

@@ -1,4 +1,4 @@
-:: _doc_custom_gui_controls:
+.. _doc_custom_gui_controls:
 
 Custom GUI Controls
 ===================
@@ -16,7 +16,7 @@ create these controls easily from script.
 Drawing
 -------
 
-For drawing, it is recommended to check the [[Custom Draw 2D]] tutorial.
+For drawing, it is recommended to check the :ref:`doc_custom_drawing_in_2d` tutorial.
 The same applies. Some functions are worth mentioning due to their
 usefulness when drawing, so they will be detailed next:
 

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

@@ -1,4 +1,4 @@
-:: _doc_cutout_animation:
+.. _doc_cutout_animation:
 
 Cutout Animation
 ================
@@ -279,7 +279,7 @@ Animation
 
 The following section will be a collection of tips for creating
 animation for your rigs. If unsure about how the animation system in
-Godot works, refresh it by checking again the [[tutorial\_animation]].
+Godot works, refresh it by checking again the :ref:`doc-animations`.
 
 2D Animation
 ------------

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

@@ -1,4 +1,4 @@
-:: _doc_gui_skinning:
+.. _doc_gui_skinning:
 
 Skinning a GUI
 ==============

+ 1 - 1
tutorials/2d/kinematic_character_2d.rst

@@ -1,4 +1,4 @@
-:: _doc_kinematic_character_2d:
+.. _doc_kinematic_character_2d:
 
 Kinematic Character (2D)
 ========================

+ 1 - 1
tutorials/2d/particle_systems_2d.rst

@@ -1,4 +1,4 @@
-:: _doc_particle_systems_2d:
+.. _doc_particle_systems_2d:
 
 Particle Systems (2D)
 =====================

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

@@ -1,4 +1,4 @@
-:: _doc_physics_introduction:
+.. _doc_physics_introduction:
 
 Physics introduction
 ====================
@@ -250,7 +250,7 @@ They have however, two main uses:
    objects (the move() function) while performing collision tests. This
    makes them really useful to implement characters that collide against
    a world, but that don't require advanced physics. A special
-   [[tutorial\_kinematic\_char]].
+   :ref:`doc_kinematic_character_2d`.
 
 RigidBody2D
 ~~~~~~~~~~~

+ 2 - 2
tutorials/2d/screen-reading_shaders.rst

@@ -1,4 +1,4 @@
-:: _doc_screen-reading_shaders:
+.. _doc_screen-reading_shaders:
 
 Screen-reading shaders
 ======================
@@ -20,7 +20,7 @@ few tools that makes this process easy!
 TexScreen shader instruction.
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
-Godot [[Shader]] has a special instruction, "texscreen", it takes as
+Godot :ref:`doc_shading_language` has a special instruction, "texscreen", it takes as
 parameter the UV of the screen and returns a vec3 RGB with the color. A
 special built-in varying: SCREEN\_UV can be used to obtain the UV for
 the current fragment. As a result, this simple 2D fragment shader:

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

@@ -1,4 +1,4 @@
-:: _doc_size_and_anchors:
+.. _doc_size_and_anchors:
 
 Size and Anchors
 ----------------

+ 3 - 3
tutorials/2d/tilemap.rst

@@ -1,4 +1,4 @@
-:: _doc_tilemap:
+.. _doc_tilemap:
 
 Creating a Tilemap
 ~~~~~~~~~~~~~~~~~~
@@ -162,11 +162,11 @@ ones that look better for you:
    can be more cumbersome to implement, so first try the options below
    first.
 -  Disable filtering for either the tileset texture or the entire image
-   loader (see the [[Image Files]] asset pipeline tutorial).
+   loader (see the :ref:`doc_managing_image_files` asset pipeline tutorial).
 -  Enable pixel snap (Set: ΅Scene [STRIKEOUT:> Project Settings]>
    rasterizer/uxe\_pixel\_snap" to true).
 -  Viewport Scaling can often help shrinking the map (see the
-   [[Viewports]] tutorial).
+   :ref:`doc_viewports` tutorial).
 
 
 

+ 3 - 3
tutorials/2d/viewport_and_canvas_transforms.rst

@@ -1,4 +1,4 @@
-:: _doc_viewport_and_canvas_transforms:
+.. _doc_viewport_and_canvas_transforms:
 
 Viewport & Canvas Transforms
 ============================
@@ -14,7 +14,7 @@ the screen.
 Canvas Transform
 ----------------
 
-As mentioned in the previous tutorial [[Canvas Layers]], every
+As mentioned in the previous tutorial :ref:`doc_canvas_layers`, every
 CanvasItem node (remember that Node2D and Control based nodes use
 CanvasItem as their common root) will reside in a *Canvas Layer*. Every
 canvas layer has a transform (translation, rotation, scale, etc) that
@@ -41,7 +41,7 @@ Stretch Transform
 
 Finally, viewports have a *Stretch Transform*, which is used when
 resizing or stretching the screen. This transform is used internally by
-the [[Tutorial Multires]], but can also be requested to the viewport.
+the :ref:`doc_multiple_resolutions`, but can also be requested to the viewport.
 
 Input events received in the
 `Node.\_input\_event(ev) <https://github.com/okamstudio/godot/wiki/class_node#_input_event>`__

+ 2 - 2
tutorials/3d/3d_performance_and_limitations.rst

@@ -1,4 +1,4 @@
-:: _doc_3d_performance_and_limitations:
+.. _doc_3d_performance_and_limitations:
 
 3D Performance & Limitations
 ============================
@@ -181,7 +181,7 @@ Bake Lighting
 
 Small lights are usually not a performance issue. Shadows a little more.
 In general, if several lights need to affect a scene, it's ideal to bake
-it ([[Light Baking]]). Baking can also improve the scene quality by
+it (:ref:`doc_light_baking`). Baking can also improve the scene quality by
 adding indirect light bounces.
 
 If working on mobile, baking to texture is recommended, since this

+ 4 - 8
tutorials/3d/fixed_materials.rst

@@ -1,4 +1,4 @@
-:: _doc_fixed_materials:
+.. _doc_fixed_materials:
 
 Fixed Materials
 ===============
@@ -14,7 +14,7 @@ also allow to try out different things quickly without the need of
 writing shaders. Fixed Materials inherit from
 `Material <https://github.com/okamstudio/godot/wiki/class_material>`__,
 which also has several options. If you haven't read it before, reading
-the [[Materials]] tutorial is recommended.
+the :ref:`doc_materials` tutorial is recommended.
 
 Options
 -------
@@ -38,7 +38,7 @@ what is behind, otherwise display will always be opaque. Do not enable
 this flag unless the material really needs it, because it can severely
 affect performance and quality. Materials with transparency will also
 not cast shadows (unless they contain opaque areas and the "opaque
-pre-pass" hint is turned on, see the [[Materials]] tutorial for more
+pre-pass" hint is turned on, see the :ref:`doc_materials` tutorial for more
 information).
 
 .. image:: /img/fixed_material_alpha.png
@@ -68,7 +68,7 @@ Discard Alpha
   objects.
 | If this is the case, enable this option for the material. This option
   is often used in combination with "opaque pre-pass" hint (see the
-  [[Materials]] tutorial for more information).
+  :ref:`doc_materials` tutorial for more information).
 
 Parameters
 ----------
@@ -176,7 +176,3 @@ The value of every pixel of the texture is multiplied by the original
 parameter. This means that if a texture is loaded for diffuse, it will
 be multiplied by the color of the diffuse color parameter. Same applies
 to all the others except for specular exponent, which is replaced.
-
-[[https://creativecommons.org/licenses/by/3.0/legalcode]] license.
-
-

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

@@ -1,4 +1,4 @@
-:: _doc_high_dynamic_range:
+.. _doc_high_dynamic_range:
 
 High Dynamic Range
 ==================

+ 4 - 4
tutorials/3d/importing_3d_meshes.rst

@@ -1,4 +1,4 @@
-:: _doc_importing_3d_meshes:
+.. _doc_importing_3d_meshes:
 
 Importing 3D meshes
 ===================
@@ -6,7 +6,7 @@ Importing 3D meshes
 Introduction
 ------------
 
-Godot supports a flexible and powerful [[3D Scene importer]], that
+Godot supports a flexible and powerful :ref:`doc_importing_3d_scenes`, that
 allows for full scene importing. For a lot of artists and developers
 this is more than enough. However, many do not like this workflow as
 much and prefer to import individual 3D Meshes and build the scenes
@@ -16,7 +16,7 @@ Importer).
 
 The 3D mesh import workflow is simple and works using the OBJ file
 format. The imported meshes result in a .msh binary file which the user
-can put into a [[API:MeshInstance]], which in turn can be placed
+can put into a :ref:`class_meshinstance`, which in turn can be placed
 somewhere in the edited scene.
 
 Importing
@@ -33,7 +33,7 @@ Which opens the Mesh import window:
 This dialog allows the import of one more more OBJ files into a target
 path. OBJ files are converted to .msh files. Files are imported without
 any material on them, material has to be added by the user (see the
-[[Fixed materials]] tutorial). If the external OBJ file is changed it
+:ref:`doc_fixed_materials` tutorial). If the external OBJ file is changed it
 will be re-imported, while keeping the newly assigned material.
 
 Options

+ 9 - 8
tutorials/3d/importing_3d_scenes.rst

@@ -1,4 +1,4 @@
-:: _doc_importing_3d_scenes:
+.. _doc_importing_3d_scenes:
 
 Importing 3D scenes
 ===================
@@ -99,8 +99,7 @@ default to improve performance and save resources.
 
 Since the original textures, 3d file and textues are usually not needed,
 it's recommended you keep them outside the project. For some hints on
-how to do this the best way, you can check the [[Version control &
-Project organization]] tutorial.
+how to do this the best way, you can check the :ref:`doc_version_control` tutorial.
 
 Two options for textures are provided. They can be copied to the same
 place as the scene, or they can be copied to a common path (configurable
@@ -207,7 +206,7 @@ changes. This option must be used together with the SRGB option in
 `WorldEnvironment <class_worldenvironment>`__. The texture import
 options also have the option to do this conversion, but if this one is
 turned on, conversion will always be done to diffuse textures (usually
-what is desired). For more information, read the [[HDR]].
+what is desired). For more information, read the :ref:`doc_high_dynamic_range`.
 
 Set alpha in materials (-alpha)
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
@@ -263,8 +262,9 @@ Create rooms (-room)
 
 This is used to create a room. As a general rule, any node that is a
 child of this node will be considered inside the room (including
-portals). For more information about rooms/portals, look at the
-[[Portals and Rooms]] tutorial.
+portals).
+
+.. For more information about rooms/portals, look at the [[Portals and Rooms]] tutorial.
 
 There are two ways in which this modifier can be used. The first is
 using a Dummy/Empty node in the 3D app with the "-room" tag. For this to
@@ -287,8 +287,9 @@ Create portals (-portal)
 
 Portals are the view to look outside a room. They are always some flat
 shape on the surface of a room. If the portal is left alone, it is used
-to activate occlusion when looking inside<->outside the room. Again,
-more information on the [[Portals and Rooms]] tutorial.
+to activate occlusion when looking inside<->outside the room.
+
+.. Again, more information on the [[Portals and Rooms]] tutorial.
 
 Basically, the conditions to make and import a portal from the 3D DCC
 are:

+ 5 - 5
tutorials/3d/introduction.rst

@@ -1,4 +1,4 @@
-:: _doc_introduction:
+.. _doc_introduction:
 
 Introduction
 ============
@@ -12,7 +12,7 @@ the 3D platformer tutorial, or the 3D kinematic character tutorials,
 which are almost identical to their 2D counterparts.
 
 In 3D, math is a little more complex than in 2D, so also checking the
-[[Vector Math]] in the wiki (which were specially created for game
+:ref:`doc_vector_math` in the wiki (which were specially created for game
 developers, not mathematicians or engineers) will help pave the way into
 efficiently developing 3D games.
 
@@ -53,11 +53,11 @@ DCC-Created Models
 ------------------
 
 There are two pipelines to import 3D models in Godot. The first and most
-common one is through the [[Import 3D]] importer, which allows to import
+common one is through the :ref:`doc_importing_3d_scenes` importer, which allows to import
 entire scenes (just as they look in the DCC), including animation,
 skeletal rigs, blend shapes, etc.
 
-The second pipeline is through the [[Import Meshes]] importer. This
+The second pipeline is through the :ref:`doc_importing_3d_meshes` importer. This
 second method allows importing simple .OBJ files as mesh resources,
 which can be then put inside a
 `MeshInstance <https://github.com/okamstudio/godot/wiki/class_meshinstance>`__
@@ -243,7 +243,7 @@ many as desired can be added (as long as performance allows). Shadow
 maps are, however, limited. The more they are used, the less the quality
 overall.
 
-It is possible to use [[Light Baking]], to avoid using large amount of
+It is possible to use :ref:`doc_light_baking`, to avoid using large amount of
 real-time lights and improve performance.
 
 

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

@@ -1,4 +1,4 @@
-:: _doc_inverse_kinematics:
+.. _doc_inverse_kinematics:
 
 | Before continuing on, I'd recommend reading some theory, the simplest
   article I find is this:

+ 3 - 3
tutorials/3d/lighting.rst

@@ -1,4 +1,4 @@
-:: _doc_lighting:
+.. _doc_lighting:
 
 Lighting
 ========
@@ -14,7 +14,7 @@ result. Light can come from several types of sources in a scene:
 -  Light Nodes: Directional, Omni and Spot.
 -  Ambient Light in the
    `Environment <https://github.com/okamstudio/godot/wiki/class_worldenvironment>`__.
--  Baked Light (read [[Light Baking]]).
+-  Baked Light (read :ref:`doc_light_baking`).
 
 The emission color is a material property, as seen in the previous
 tutorials about materials (go read them if you didn't at this point!).
@@ -37,7 +37,7 @@ Each one has a specific function:
    light is disabled, which allows to configure a light and then disable
    it for baking.
 -  **Energy**: This value is a multiplier for the light, it's specially
-   useful for [[HRD]] and for Spot and Omni lights, because it can
+   useful for :ref:`doc_high_dynamic_range` and for Spot and Omni lights, because it can
    create very bright spots near the emissor.
 -  **Diffuse and Specular**: These light values get multiplied by the
    material light and diffuse colors, so a white value does not mean

+ 3 - 4
tutorials/3d/materials.rst

@@ -1,4 +1,4 @@
-:: _doc_materials:
+.. _doc_materials:
 
 Materials
 =========
@@ -12,8 +12,7 @@ Introduction
   `FixedMaterial <https://github.com/okamstudio/godot/wiki/class_fixedmaterial>`__
   and
   `ShaderMaterial <https://github.com/okamstudio/godot/wiki/class_shadermaterial>`__.
-  Tutorials for each of them exist [[Fixed Material]] and [[Shader
-  Material]].
+  Tutorials for each of them exist :ref:`doc_fixed_materials` and :ref:`doc_shader_materials`.
 | This tutorial is about the basic properties shared between them.
 
 .. image:: /img/material_flags.png
@@ -63,7 +62,7 @@ useful for HUD effects or gizmos.
 Ligthmap on UV2
 ~~~~~~~~~~~~~~~
 
-When using lightmapping (see the [[Light Baking]] tutorial), this option
+When using lightmapping (see the :ref:`doc_light_baking` tutorial), this option
 determines that the lightmap should be accessed on the UV2 array instead
 of regular UV.
 

+ 3 - 3
tutorials/3d/shader_materials.rst

@@ -1,4 +1,4 @@
-:: _doc_shader_materials:
+.. _doc_shader_materials:
 
 Shader Materials
 ================
@@ -6,7 +6,7 @@ Shader Materials
 Introduction
 ------------
 
-For the most common cases, [[Fixed Material]] are enough to create the
+For the most common cases, :ref:`doc_fixed_materials` are enough to create the
 desired textures or look and feel. Shader materials are a step beyond
 that adds a huge amount of flexibility. With them, it is possible to:
 
@@ -39,7 +39,7 @@ Edit the newly created shader, and the shader editor will open:
 
 There are three code tabs open, the first is for the vertex shader, the
 second for the fragment and the third for the lighting. The shader
-language is documented in it's [[Shader]] so a small example will be
+language is documented in it's :ref:`doc_shading_language` so a small example will be
 presented next.
 
 Create a very simple fragment shader that writes a color:

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

@@ -1,4 +1,4 @@
-:: _doc_shadow_mapping:
+.. _doc_shadow_mapping:
 
 Shadow Mapping
 ==============

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

@@ -1,4 +1,4 @@
-:: _doc_working_with_3d_skeletons:
+.. _doc_working_with_3d_skeletons:
 
 Working with 3D skeletons
 =========================

+ 1 - 1
tutorials/asset_pipeline/exporting_for_android.rst

@@ -1,4 +1,4 @@
-:: _doc_exporting_for_android:
+.. _doc_exporting_for_android:
 
 Exporting for Android
 =====================

+ 5 - 6
tutorials/asset_pipeline/exporting_for_ios.rst

@@ -1,4 +1,4 @@
-:: _doc_exporting_for_ios:
+.. _doc_exporting_for_ios:
 
 Exporting for iOS
 =================
@@ -24,9 +24,9 @@ identities (??), etc.
 Add your project data
 ---------------------
 
-Using the Godot editor, [[Exporting\_for\_pc\|export your project for
-Windows]], to obtain the data.pck file. Replace the empty data.pck in
-the XCode project with the new one, and run/archive.
+Using the Godot editor, :ref:`doc_exporting_for_pc`, to obtain the data.pck
+file. Replace the empty data.pck in the XCode project with the new one,
+and run/archive.
 
 If you want to test your scenes on the iOS device as you edit them, you
 can add your game directory to the project (instead of data.pck), and
@@ -72,7 +72,6 @@ no longer added to the project, only the engine executable.
 Services for iOS
 ----------------
 
-Special iOS services can be used in Godot. Check out the [[Services for
-iOS]] page.
+Special iOS services can be used in Godot. Check out the :ref:`doc_services_for_ios` page.
 
 

+ 1 - 1
tutorials/asset_pipeline/exporting_for_pc.rst

@@ -1,4 +1,4 @@
-:: _doc_exporting_for_pc:
+.. _doc_exporting_for_pc:
 
 Exporting for PC
 ================

+ 1 - 1
tutorials/asset_pipeline/exporting_images.rst

@@ -1,4 +1,4 @@
-:: _doc_exporting_images:
+.. _doc_exporting_images:
 
 Exporting images
 ================

+ 1 - 1
tutorials/asset_pipeline/exporting_projects.rst

@@ -1,4 +1,4 @@
-:: _doc_exporting_projects:
+.. _doc_exporting_projects:
 
 Exporting projects
 ==================

+ 1 - 1
tutorials/asset_pipeline/import_process.rst

@@ -1,4 +1,4 @@
-:: _doc_import_process:
+.. _doc_import_process:
 
 Import process
 ==============

+ 1 - 1
tutorials/asset_pipeline/importing_audio_samples.rst

@@ -1,4 +1,4 @@
-:: _doc_importing_audio_samples:
+.. _doc_importing_audio_samples:
 
 Importing audio samples
 =======================

+ 2 - 2
tutorials/asset_pipeline/importing_fonts.rst

@@ -1,4 +1,4 @@
-:: _doc_importing_fonts:
+.. _doc_importing_fonts:
 
 Importing fonts
 ===============
@@ -103,7 +103,7 @@ format) where it expects to find all the characters that will be used in
 the project. This seems difficult to provide at first, and more to keep
 up to date, but it becomes rather easy when one realizes that the .csv
 with the translations can be used as such source file (see the
-[[Importing\_translations]] section). As Godot re-imports assets when
+:ref:`doc_importing_translations` section). As Godot re-imports assets when
 their dependencies change, both the translation and font files will be
 updated and re-imported automatically if the translation csv changes.
 

+ 2 - 2
tutorials/asset_pipeline/importing_textures.rst

@@ -1,4 +1,4 @@
-:: _doc_importing_textures:
+.. _doc_importing_textures:
 
 Importing textures
 ==================
@@ -8,7 +8,7 @@ Do NOT import them in most cases
 
 In most cases you **don't** want images imported when dealing with 2D
 and GUI. Just copy them to the filesystem. Read the tutorial on
-[[Image\_Files\|dealing with image files]] before continuing! For 3D,
+:ref:`doc_managing_image_files` before continuing! For 3D,
 textures are always imported by the 3D scene importer, so importing
 those is only useful when importing a texture used for 3D that doesn't
 come with the 3D scene (for example, in a shader). The flags and options

+ 1 - 1
tutorials/asset_pipeline/importing_translations.rst

@@ -1,4 +1,4 @@
-:: _doc_importing_translations:
+.. _doc_importing_translations:
 
 Importing translations
 ======================

+ 3 - 4
tutorials/asset_pipeline/managing_image_files.rst

@@ -1,10 +1,9 @@
-:: _doc_managing_image_files:
+.. _doc_managing_image_files:
 
 Managing image files
 ====================
 
-If you have read the previous tutorials on [[Resources]] and [[File
-System]], at this point you know that regular image files (.png, .jpg,
+If you have read the previous tutorials on :ref:`doc_resources` and :ref:`doc_file_system`, at this point you know that regular image files (.png, .jpg,
 etc) are treated as regular resources in Godot.
 
 Unlike texture resources (.tex files), image files contain no extra
@@ -110,6 +109,6 @@ compression) on export, as well as instructing the exporter to create an
 Atlas for a set of images. It is also possible to ask the exporter to
 scale all images (or selected groups).
 
-More information on the [[Exporting images]] page.
+More information on the :ref:`doc_exporting_images` page.
 
 

+ 1 - 1
tutorials/asset_pipeline/one-click_deploy.rst

@@ -1,4 +1,4 @@
-:: _doc_one-click_deploy:
+.. _doc_one-click_deploy:
 
 One-click deploy
 ================

+ 2 - 4
tutorials/engine/background_loading.rst

@@ -1,4 +1,4 @@
-:: _doc_background_loading:
+.. _doc_background_loading:
 
 Background loading
 ==================
@@ -109,9 +109,7 @@ Example
 -------
 
 This example demostrates how to load a new scene. Consider it in the
-context of the
-[[https://github.com/okamstudio/godot/wiki/tutorial\_singletons#scene-switcher]]
-example.
+context of the :ref:`doc_singletons_autoload` example.
 
 First we setup some variables and initialize the
 

+ 1 - 1
tutorials/engine/encrypting_save_games.rst

@@ -1,4 +1,4 @@
-:: _doc_encrypting_save_games:
+.. _doc_encrypting_save_games:
 
 Encrypting Save Games
 =====================

+ 1 - 1
tutorials/engine/handling_quit_request.rst

@@ -1,4 +1,4 @@
-:: _doc_handling_quit_request:
+.. _doc_handling_quit_request:
 
 Handling Quit Request
 =====================

+ 2 - 2
tutorials/engine/inputevent.rst

@@ -1,4 +1,4 @@
-:: _doc_inputevent:
+.. _doc_inputevent:
 
 InputEvent
 ==========
@@ -116,7 +116,7 @@ logic. This allows for:
 -  Input to be reconfigured at run-time.
 
 Actions can be created from the Project Settings menu in the Actions
-tab. If you read the [[Tutorial 2D]], there is an explanation on how
+tab. If you read the :ref:`doc_simple_2d_game`, there is an explanation on how
 does the action editor work.
 
 Any event has the methods [[API:InputEvent.is\_action()]],

+ 3 - 3
tutorials/engine/internationalizing_a_game.rst

@@ -1,4 +1,4 @@
-:: _doc_internationalizing_a_game:
+.. _doc_internationalizing_a_game:
 
 Internationalization
 ====================
@@ -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,
 the most common way to do localization to this day is still with
 spreadsheets. The process of creating the spreadsheets and importing
-them is already covered in the [[Import Translation]] tutorial, so this
+them is already covered in the :ref:`doc_import_translations` tutorial, so this
 one could be seen more like a follow up to that one.
 
 Configuring the Imported Translation
@@ -71,7 +71,7 @@ Making Controls Resizeable
 --------------------------
 
 The same text in different languages can vary greatly in length. For
-this, make sure to read the tutorial on [[GUI Repositioning]], as having
+this, make sure to read the tutorial on :ref:`doc_size_and_anchors`, as having
 dynamically adjusted control sizes may help.
 `Containers <https://github.com/okamstudio/godot/wiki/class_container>`__
 can be very useful, as well as the multiple options in

+ 3 - 3
tutorials/engine/mouse_and_input_coordinates.rst

@@ -1,4 +1,4 @@
-:: _doc_mouse_and_input_coordinates:
+.. _doc_mouse_and_input_coordinates:
 
 Mouse & Input Coordinates
 =========================
@@ -23,7 +23,7 @@ functions such as:]
 **This method is no longer supported:** It was too confusing and caused
 errors for users making 2D games. Screen would stretch to different
 resolutions and input would stop making sense. Please use the
-\`\`\_input\`\` function
+``_input`` function
 
 ::
 
@@ -37,7 +37,7 @@ Viewport Display Coordinates
 ----------------------------
 
 Godot uses viewports to display content, and viewports can be scaled by
-several options (see [[tutorial\_multires]] tutorial). Use, then, the
+several options (see :ref:`doc_multiple_resolutions` tutorial). Use, then, the
 functions in nodes to obtain the mouse coordinates and viewport size,
 for example:
 

+ 2 - 2
tutorials/engine/multiple_resolutions.rst

@@ -1,4 +1,4 @@
-:: _doc_multiple_resolutions:
+.. _doc_multiple_resolutions:
 
 Screen Scaling & Multiple Resolutions
 =====================================
@@ -82,7 +82,7 @@ Stretch Aspect
    be stretched vertically (and more vertical resolution will be
    reported in the viewport, proportionally). This is usually the best
    option for creating GUIs or HUDs that scale, so some controls can be
-   anchored to the bottom ([[Gui Repositioning]]).
+   anchored to the bottom (:ref:`doc_size_and_anchors`).
 -  **Keep Height**: Keep aspect ratio when stretching the screen, but if
    the resulting screen is wider than the specified resolution, it will
    be stretched horizontally (and more horizontal resolution will be

+ 1 - 1
tutorials/engine/paths.rst

@@ -1,4 +1,4 @@
-:: _doc_paths:
+.. _doc_paths:
 
 Paths
 =====

+ 1 - 1
tutorials/engine/pausing_the_game.rst

@@ -1,4 +1,4 @@
-:: _doc_pausing_the_game:
+.. _doc_pausing_the_game:
 
 Pausing a Game
 ==============

+ 3 - 3
tutorials/engine/saving_your_game.rst

@@ -1,4 +1,4 @@
-:: _doc_saving_your_game:
+.. _doc_saving_your_game:
 
 Saving Your Game
 ================
@@ -21,7 +21,7 @@ this tutorial, we will use groups to mark and handle objects to be saved
 but other methods are certainly possible.
 
 We will start by adding objects we wish to save to the "Persist" group.
-As in the [[Scripting\_(Continued)]] tutorial, we can do this through
+As in the :ref:`doc_scripting_continued` tutorial, we can do this through
 the GUI or through script. Let's add the relevant nodes using the GUI:
 
 .. image:: /img/groups.png
@@ -78,7 +78,7 @@ loading.
 Saving and reading Data
 -----------------------
 
-As covered in the [[File\_System]] tutorial, we'll need to open a file
+As covered in the :ref:`doc_file_system` tutorial, we'll need to open a file
 and write to it and then later read from it. Now that we have a way to
 call our groups and get their relevant data, let's use to\_json() to
 convert it into an easily stored string and store them in a file. Doing

+ 1 - 1
tutorials/engine/version_control.rst

@@ -1,4 +1,4 @@
-:: _doc_version_control:
+.. _doc_version_control:
 
 Version Control & Project Organization
 ======================================

+ 1 - 1
tutorials/engine/viewports.rst

@@ -1,4 +1,4 @@
-:: _doc_viewports:
+.. _doc_viewports:
 
 Viewports
 =========

+ 1 - 1
tutorials/http_client_class.rst

@@ -1,4 +1,4 @@
-:: _doc_http_client_class:
+.. _doc_http_client_class:
 
 HTTP client class example
 =========================

+ 3 - 3
tutorials/matrices_and_transforms.rst

@@ -1,4 +1,4 @@
-:: _doc_matrices_and_transforms:
+.. _doc_matrices_and_transforms:
 
 Matrices & Transforms
 =====================
@@ -7,7 +7,7 @@ Introduction
 ------------
 
 Before reading this tutorial, it is advised to read the previous one
-about [[Vector Math]] as this one is a direct continuation.
+about :ref:`doc_vector_math` as this one is a direct continuation.
 
 | This tutorial will be about *transformations* and will cover a little
   about matrices (but not in-depth).
@@ -98,7 +98,7 @@ position!
 | How did this black magic happen? The ship was lost in space, and now
   it's back home!
 | It might seem strange, but it does have plenty of logic. Remember, as
-  we have seen in the [[tutorial\_vector\_math#distance-to-plane]], what
+  we have seen in the :ref:`doc_vector_math`, what
   happened is that the distance to X axis, and the distance to Y axis
   were computed. Calculating distance in a direction or plane was one of
   the uses for the dot product. This was enough to obtain back the

+ 3 - 3
tutorials/mesh_generation_with_heightmap_and_shaders.rst

@@ -1,4 +1,4 @@
-:: _doc_mesh_generation_with_heightmap_and_shaders:
+.. _doc_mesh_generation_with_heightmap_and_shaders:
 
 Mesh generation with heightmap and shaders
 ==========================================
@@ -124,7 +124,7 @@ Shader magic
 | |image17|
 | The Vertex tab is for the Vertex shader, and the Fragment tab is for
   the Fragment shader. No need to explain what both of them do, right?
-  If so, head to the [[Shader]] page. Else, let's start with the
+  If so, head to the :ref:`doc_shading_language` page. Else, let's start with the
   Fragment shader. This one is used to texture the plane using an image.
   For this example, we will texture it with the heightmap image itself,
   so we'll actually see mountains as brighter regions and canyons as
@@ -136,7 +136,7 @@ Shader magic
     uniform color col;
     DIFFUSE = col.rgb * tex(source,UV).rgb;
 
-This shader is very simple (it actually comes from the [[Shader]] page).
+This shader is very simple (it actually comes from the :ref:`doc_shading_language` page).
 What it basically does is take 2 parameters that we have to provide from
 outside the shader ("uniform"):
 

+ 1 - 1
tutorials/ray-casting.rst

@@ -1,4 +1,4 @@
-:: _doc_ray-casting:
+.. _doc_ray-casting:
 
 Physics Ray Casting and Queries (2D and 3D)
 ===========================================

+ 1 - 1
tutorials/ssl_certificates.rst

@@ -1,4 +1,4 @@
-:: _doc_ssl_certificates:
+.. _doc_ssl_certificates:
 
 SSL Certificates
 ================

+ 1 - 1
tutorials/step_by_step/animations.rst

@@ -1,4 +1,4 @@
-:: _doc_animations:
+.. _doc_animations:
 
 Animations
 ==========

+ 1 - 1
tutorials/step_by_step/file_system.rst

@@ -1,4 +1,4 @@
-:: _doc_file_system:
+.. _doc_file_system:
 
 Filesystem
 ==========

+ 3 - 3
tutorials/step_by_step/gui_tutorial.rst

@@ -1,4 +1,4 @@
-:: _doc_gui_tutorial:
+.. _doc_gui_tutorial:
 
 GUI tutorial
 ============
@@ -156,7 +156,7 @@ be skinned easily with regular textures.
    : Displays a single textured progress bar.
 
 Additionally, re-positioning of controls is most efficiently done with
-anchors in this case (see the [[GUI Repositioning]] tutorial for more
+anchors in this case (see the :ref:`doc_size_and_anchors` tutorial for more
 info).
 
 In any case, it will happen often that even for simple games, more
@@ -180,7 +180,7 @@ another set of scenarios, most commonly:
 -  Creating Godot Editor Plugins, to extend the engine functionality.
 
 Re-positioning controls for these kind of interfaces is more commonly
-done with containers (see the [[GUI Repositioning]] tutorial for more
+done with containers (see the :ref:`doc_size_and_anchors` tutorial for more
 info).
 
 

+ 1 - 1
tutorials/step_by_step/instancing.rst

@@ -1,4 +1,4 @@
-:: _doc_instancing:
+.. _doc_instancing:
 
 Instancing
 ==========

+ 1 - 1
tutorials/step_by_step/instancing_continued.rst

@@ -1,4 +1,4 @@
-:: _doc_instancing_continued:
+.. _doc_instancing_continued:
 
 Instancing (continued)
 ======================

+ 1 - 1
tutorials/step_by_step/resources.rst

@@ -1,4 +1,4 @@
-:: _doc_resources:
+.. _doc_resources:
 
 Resources
 =========

+ 3 - 3
tutorials/step_by_step/scene_tree.rst

@@ -1,4 +1,4 @@
-:: _doc_scene_tree:
+.. _doc_scene_tree:
 
 SceneTree
 =========
@@ -14,7 +14,7 @@ Introduction
 
 This deserves going a little more into depth. In fact, the scene system
 is not even a core component of Godot, as it is possible to skip it and
-make a script (or C++ code) that talks directly to the [[Servers]]. But
+make a script (or C++ code) that talks directly to the servers. But
 making a game that way would be a lot of work and is reserved for other
 uses.
 
@@ -151,7 +151,7 @@ that the game will stall until the new scene is loaded and running. At
 some point in your game, it may be desired to create proper loading
 screens with progress bar, animated indicators or thread (background)
 loading. This must be done manually using autoloads (see next chapter!)
-and [[Background Loading]].
+and :ref:`doc_background_loading`.
 
 
 

+ 1 - 1
tutorials/step_by_step/scenes_and_nodes.rst

@@ -1,4 +1,4 @@
-:: _doc_scenes_and_nodes:
+.. _doc_scenes_and_nodes:
 
 Scenes and nodes
 ================

+ 4 - 4
tutorials/step_by_step/scripting.rst

@@ -1,4 +1,4 @@
-:: _doc_scripting:
+.. _doc_scripting:
 
 Scripting
 =========
@@ -41,8 +41,8 @@ available engine classes.
 GDScript
 --------
 
-[[GDScript]] (click link for reference) is a dynamically typed scripting
-language to fit inside Godot. It was designed with the following goals:
+:ref:`doc_gdscript` is a dynamically typed scripting language to fit
+inside Godot. It was designed with the following goals:
 
 -  First and most importantly, making it simple, familiar and as easy to
    learn as possible.
@@ -67,7 +67,7 @@ rest of the game.
 Scripting a Scene
 -----------------
 
-Before continuing, please make sure to read the [[GDScript]] reference.
+Before continuing, please make sure to read the :ref:`doc_gdscript` reference.
 It's a simple language and the reference is short, should not take more
 than a few minutes to glance.
 

+ 1 - 1
tutorials/step_by_step/scripting_continued.rst

@@ -1,4 +1,4 @@
-:: _doc_scripting_continued:
+.. _doc_scripting_continued:
 
 Scripting (continued)
 =====================

+ 3 - 3
tutorials/step_by_step/simple_2d_game.rst

@@ -1,4 +1,4 @@
-:: _doc_simple_2d_game:
+.. _doc_simple_2d_game:
 
 Simple 2D game (Pong!)
 ======================
@@ -25,8 +25,8 @@ tutorials). The default background color should be set to black:
 
 .. image:: /img/clearcolor.png
 
-Create a [[class\_node2d]] node for the project root. Node2D is the base
-type for the 2D engine. After this, add some sprites ([[class\_sprite]]
+Create a :ref:`class_Node2D` node for the project root. Node2D is the base
+type for the 2D engine. After this, add some sprites :ref:`class_Sprite`
 node) and set each to the corresponding texture. The final scene layour
 should look similar to this (note: the ball is in the middle!):
 

+ 2 - 2
tutorials/step_by_step/singletons_autoload.rst

@@ -1,4 +1,4 @@
-:: _doc_singletons_autoload:
+.. _doc_singletons_autoload:
 
 Singletons (AutoLoad)
 =====================
@@ -59,7 +59,7 @@ Custom Scene Switcher
 This short tutorial will explain how to make a scene switcher by using
 autoload. For simple scene switching, the
 `SceneTree.change\_scene <https://github.com/okamstudio/godot/wiki/class_scenetree#change_scene>`__
-method suffices (described [[Scene Main Loop]] ), so this method is for
+method suffices (described in :ref:`doc_scene_tree`), so this method is for
 more complex behaviors when switching scenes.
 
 First download the template from here: attachment:autoload.zip, then

+ 2 - 3
tutorials/step_by_step/splash_screen.rst

@@ -1,4 +1,4 @@
-:: _doc_splash_screen:
+.. _doc_splash_screen:
 
 Splash screen
 =============
@@ -43,8 +43,7 @@ can be set a custom font by editing the following property:
 
 .. image:: /img/label.png
 
-As a side note, the font was imported from a TTF, there is a [[Importing
-Fonts]] for importing fonts.
+As a side note, the font was imported from a TTF, see :ref:`doc_importing_fonts`.
 
 
 

+ 2 - 2
tutorials/vector_math.rst

@@ -1,4 +1,4 @@
-:: _doc_vector_math:
+.. _doc_vector_math:
 
 Vector Math
 ===========
@@ -906,7 +906,7 @@ So the final algorithm is something like:
 
 This was all! Hope it was helpful, and please give feedback and let know
 if something in this tutorial is not clear! You should be now ready for
-the next challenge.. [[Transforms]]!
+the next challenge... :ref:`doc_matrices_and_transforms`!