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Merge pull request #1482 from romeojulietthotel/fix_linkcheck_404s

Fix 404s, some redirects and some broken links.
Rémi Verschelde 7 gadi atpakaļ
vecāks
revīzija
4af1f0e283

+ 2 - 2
about/faq.rst

@@ -151,8 +151,8 @@ the Godot modules as well as the `unofficial Python support <https://github.com/
 Why is FBX not supported for import?
 ------------------------------------
 
-FBX SDK has a `restrictive license <http://www.blender.org/bf/Autodesk_FBX_License.rtf>`_,
-that is incompatible with the `open license <http://opensource.org/licenses/MIT>`_
+FBX SDK has a `restrictive license <https://www.blender.org/bf/Autodesk_FBX_License.rtf>`_,
+that is incompatible with the `open license <https://opensource.org/licenses/MIT>`_
 provided by Godot.
 
 That said, Godot's Collada support is good, please use the

+ 2 - 2
community/channels.rst

@@ -28,7 +28,7 @@ Other chats
 -----------
 
 - `Matrix (IRC compatible) <https://matrix.to/#/#godotengine:matrix.org>`_
-- `Discord <https://discord.gg/zH7NUgz>`_
+- `Discord <https://discordapp.com/invite/zH7NUgz>`_
 
 Social networks
 ---------------
@@ -43,4 +43,4 @@ Social networks
 Forum
 -----
 
-- `Forum (godotdevelopers.org) <http://godotdevelopers.org/>`_
+- `Forum (godotdevelopers.org) <https://godotdevelopers.org/forum>`_

+ 3 - 3
community/contributing/code_style_guidelines.rst

@@ -63,10 +63,10 @@ Here's how to install clang-format:
 - Linux: It will usually be available out-of-the-box with the clang toolchain
   packaged by your distribution. If your distro version is not the required one,
   you can download a pre-compiled version from the
-  `LLVM website <http://llvm.org/releases/download.html>`__, or if you are on
+  `LLVM website <http://releases.llvm.org/download.html>`__, or if you are on
   a Debian derivative, use the `upstream repos <http://apt.llvm.org/>`__.
 - macOS and Windows: You can download precompiled binaries from the
-  `LLVM website <http://llvm.org/releases/download.html>`__. You may need to add
+  `LLVM website <http://releases.llvm.org/download.html>`__. You may need to add
   the path to the binary's folder to your system's ``PATH`` environment
   variable to be able to call ``clang-format`` out of the box.
 
@@ -136,4 +136,4 @@ in the source tree are also using Python.
 For those, we follow the `PEP-8 style guide <https://www.python.org/dev/peps/pep-0008/>`__,
 this is however not as strongly enforced as for the C++ code. If you are so
 inclined, you can check and format your Python changes using
-`autopep8 <https://pypi.python.org/pypi/autopep8>`__.
+`autopep8 <https://pypi.org/project/autopep8/>`__.

+ 1 - 1
community/contributing/ways_to_contribute.rst

@@ -47,7 +47,7 @@ positive to the engine, regardless of their skill set:
    can work full-time on the engine. Even with a low
    monthly wage, we need a steady donation income to continue doing this, which
    has been very beneficial to the project so far. So if you want to donate
-   some money to the project, check `our website <http://godotengine.org/donate>`_
+   some money to the project, check `our website <https://godotengine.org/donate>`_
    for details.
 
 Contributing code

+ 7 - 0
conf.py

@@ -95,6 +95,13 @@ latex_documents = [
    'Juan Linietsky, Ariel Manzur and the Godot community', 'manual'),
 ]
 
+# -- Options for linkcheck builder ----------------------------------------
+
+# disable checking urls with about.html#this_part_of_page anchors
+linkcheck_anchors = False
+
+linkcheck_timeout = 10
+
 # -- I18n settings --------------------------------------------------------
 
 locale_dirs = ['../sphinx/po/']

+ 2 - 2
development/compiling/compiling_for_web.rst

@@ -10,11 +10,11 @@ Requirements
 
 To compile export templates for the Web, the following is required:
 
--  `Emscripten 1.37.9+ <http://emscripten.org/>`__: If the version available
+-  `Emscripten 1.37.9+ <http://kripken.github.io/emscripten-site>`__: If the version available
    per package manager is not recent enough, the best alternative is to install
    using the `Emscripten SDK <http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html>`__
 -  `Python 2.7+ or Python 3.5+ <https://www.python.org/>`__
--  `SCons <http://www.scons.org>`__ build system
+-  `SCons <https://www.scons.org>`__ build system
 
 Building export templates
 -------------------------

+ 3 - 3
development/compiling/compiling_for_windows.rst

@@ -11,14 +11,14 @@ Requirements
 For compiling under Windows, the following is required:
 
 -  Visual C++, `Visual
-   Studio Community <https://www.visualstudio.com/en-us/products/visual-studio-community-vs.aspx>`__
+   Studio Community <https://www.visualstudio.com/vs/community/>`__
    (recommended), version 2013 (12.0) or later.
    **Make sure you read Installing Visual Studio caveats below or you
    will have to run/download the installer again.**
 -  `Python 2.7+ or Python 3.5+ <https://www.python.org/downloads/>`__.
 -  `Pywin32 Python Extension <https://github.com/mhammond/pywin32>`__
    for parallel builds (which increase the build speed by a great factor).
--  `SCons <http://www.scons.org>`__ build system.
+-  `SCons <https://www.scons.org>`__ build system.
 
 Setting up SCons
 ----------------
@@ -342,7 +342,7 @@ architectures (Win32/x64). They are equivalent.
 Cross-compiling for Windows from other operating systems
 --------------------------------------------------------
 
-If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org>`_,
+If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`_,
 which typically comes in 32-bit and 64-bit variants. The package names
 may differ based on your distro, here are some known ones:
 

+ 1 - 1
development/compiling/cross-compiling_for_ios_on_linux.rst

@@ -31,7 +31,7 @@ Requirements
 -  `Clang >= 3.5 <http://clang.llvm.org>`__ for your development
    machine installed and in the ``PATH``. It has to be version >= 3.5
    to target ``arm64`` architecture.
--  `Fuse <http://fuse.sourceforge.net>`__ for mounting and umounting
+-  `Fuse <https://github.com/libfuse/libfuse>`__ for mounting and umounting
    the dmg image.
 -  `darling-dmg <https://github.com/darlinghq/darling-dmg>`__, which
    needs to be built from source. The procedure for that is explained

+ 1 - 1
development/compiling/introduction_to_the_buildsystem.rst

@@ -8,7 +8,7 @@ Introduction to the buildsystem
 SCons
 -----
 
-Godot uses `SCons <http://www.scons.org>`__ to build. We love it, we are
+Godot uses `SCons <https://www.scons.org/>`__ to build. We love it, we are
 not changing it for anything else. We are not even sure other build
 systems are up to the task of building Godot. We constantly get requests
 to move the build system to CMake, or Visual Studio, but this is not

+ 2 - 2
development/cpp/core_types.rst

@@ -209,7 +209,7 @@ directory.
 References:
 ~~~~~~~~~~~
 
--  `core/math <https://github.com/godotengine/godot/blob/master/core/math>`__
+-  `core/math <https://github.com/godotengine/godot/tree/master/core/math>`__
 
 NodePath
 --------
@@ -220,7 +220,7 @@ referencing them fast.
 References:
 ~~~~~~~~~~~
 
--  `core/path_db.h <https://github.com/godotengine/godot/blob/master/core/path_db.h>`__
+-  `core/node_path.h <https://github.com/godotengine/godot/blob/master/core/node_path.h>`__
 
 RID
 ---

+ 1 - 1
getting_started/scripting/gdscript/gdscript_basics.rst

@@ -20,7 +20,7 @@ In the early days, the engine used the `Lua <http://www.lua.org>`__
 scripting language. Lua is fast, but creating bindings to an object
 oriented system (by using fallbacks) was complex and slow and took an
 enormous amount of code. After some experiments with
-`Python <http://www.python.org>`__, it also proved difficult to embed.
+`Python <https://www.python.org>`__, it also proved difficult to embed.
 
 The last third party scripting language that was used for shipped games
 was `Squirrel <http://squirrel-lang.org>`__, but it was dropped as well.

+ 2 - 1
getting_started/workflow/export/exporting_for_android.rst

@@ -10,7 +10,8 @@ Download the Android SDK
 ------------------------
 
 Download and install the Android SDK from
-http://developer.android.com/sdk/index.html
+https://developer.android.com/studio/
+
 
 Install OpenJDK or Oracle JDK
 -----------------------------

+ 1 - 1
getting_started/workflow/export/exporting_for_uwp.rst

@@ -17,7 +17,7 @@ the name used on the certificate.
 Limitations on Xbox One
 -----------------------
 
-As described in `UWP documentation <https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/system-resource-allocation>`__:
+As described in `UWP documentation <https://docs.microsoft.com/en-us/windows/uwp/xbox-apps/system-resource-allocation>`__:
 
 - Submitted as an "App"
     - available memory is 1GB

+ 1 - 1
getting_started/workflow/export/exporting_for_web.rst

@@ -5,7 +5,7 @@ Exporting for the Web
 
 HTML5 export allows publishing games made in Godot Engine to the browser.
 This requires support for the recent technologies `WebAssembly
-<http://webassembly.org/>`__ and `WebGL 2.0 <https://www.khronos.org/webgl/>`__
+<https://webassembly.org/>`__ and `WebGL 2.0 <https://www.khronos.org/webgl/>`__
 in the user's browser. **Firefox** and **Chromium** (Chrome, Opera) are
 the most popular supported browsers, **Safari** and **Edge** do not work yet.
 On **iOS**, all browsers must be based on WebKit (i.e. Safari), so they will also

+ 1 - 1
tutorials/3d/fps_tutorial/part_four.rst

@@ -107,7 +107,7 @@ Next we check to see if the joypad vector length is within the ``JOYPAD_DEADZONE
 If it is, we set ``joypad_vec`` to an empty Vector2. If it is not, we use a scaled Radial Dead zone for precise dead zone calculating.
 
 .. note:: You can find a great article explaining all about how to handle joypad/controller dead zones here:
-          https://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
+          http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
             
           We're using a translated version of the scaled radial dead zone code provided in that article.
           The article is a great read, and I highly suggest giving it a look!

+ 1 - 1
tutorials/3d/introduction_to_3d.rst

@@ -123,7 +123,7 @@ similar to other tools in Editor Settings:
 Coordinate system
 -----------------
 
-Godot uses the `metric <http://en.wikipedia.org/wiki/Metric_system>`__
+Godot uses the `metric <https://en.wikipedia.org/wiki/Metric_system>`__
 system for everything. 3D Physics and other areas are tuned for this, so
 attempting to use a different scale is usually a bad idea (unless you
 know what you are doing).

+ 5 - 5
tutorials/animation/cutout_animation.rst

@@ -10,20 +10,20 @@ Cut-out is a technique of animating in 2D where pieces of paper (or
 similar material) are cut in special shapes and laid one over the other.
 The papers are animated and photographed, frame by frame using a stop
 motion technique (more info
-`here <http://en.wikipedia.org/wiki/Cutout_animation>`__).
+`here <https://en.wikipedia.org/wiki/Cutout_animation>`__).
 
 With the advent of the digital age, this technique became possible using
 computers, which resulted in an increased amount of animation TV shows
 using digital Cut-out. Notable examples are `South
-Park <http://en.wikipedia.org/wiki/South_Park>`__ or `Jake and the Never
+Park <https://en.wikipedia.org/wiki/South_Park>`__ or `Jake and the Never
 Land
-Pirates <http://en.wikipedia.org/wiki/Jake_and_the_Never_Land_Pirates>`__
+Pirates <https://en.wikipedia.org/wiki/Jake_and_the_Never_Land_Pirates>`__
 .
 
 In video games, this technique has also become popular. Examples of
 this are `Paper
-Mario <http://en.wikipedia.org/wiki/Super_Paper_Mario>`__ or `Rayman
-Origins <http://en.wikipedia.org/wiki/Rayman_Origins>`__ .
+Mario <https://en.wikipedia.org/wiki/Super_Paper_Mario>`__ or `Rayman
+Origins <https://en.wikipedia.org/wiki/Rayman_Origins>`__ .
 
 Cutout in Godot
 ~~~~~~~~~~~~~~~

+ 2 - 2
tutorials/assetlib/using_assetlib.rst

@@ -10,7 +10,7 @@ Overview
 ~~~~~~~~
 
 As mentioned before, you can access the web frontend of the AssetLib
-on `Godot's official website <https://godotengine.org/asset-library>`_, and this
+on `Godot's official website <https://godotengine.org/asset-library/asset>`_, and this
 is what it looks like when you first visit it:
 
 |image0|
@@ -186,4 +186,4 @@ assets downloaded directly via Godot that we just covered.
 .. |image11| image:: ./img/assetlib_editor_installer.png
 .. |image12| image:: ./img/assetlib_editor_installer_error.png
 .. |image13| image:: ./img/assetlib_editor_installer_success.png
-.. |image14| image:: ./img/assetlib_editor_projects.png
+.. |image14| image:: ./img/assetlib_editor_projects.png

+ 2 - 2
tutorials/assetlib/what_is_assetlib.rst

@@ -6,7 +6,7 @@ About the Asset Library
 The Godot Asset Library, otherwise known as the AssetLib, is a repository of
 user-submitted Godot addons, scripts, tools and other resources, collectively referred
 to as assets. They're available to all Godot users for download directly from within the
-engine, but it can also be accessed at Godot's `official website <https://godotengine.org/asset-library>`_.
+engine, but it can also be accessed at Godot's `official website <https://godotengine.org/asset-library/asset>`_.
 
 On the surface the Asset Library might look and function similar to asset
 stores available for other engines, such as Unity's Asset Store, or Unreal
@@ -22,7 +22,7 @@ This set of pages will cover how to use the AssetLib (both from inside Godot, an
 website), how you can submit your own assets, and what the guidelines for submission are.
 
 Please note that the AssetLib is relatively young - it may have various pain points, bugs
-and usability issues. As with all Godot projects, the code repository is available on `GitHub <https://github.com/godotengine/asset-library>`_,
+and usability issues. As with all Godot projects, the code repository is available on `GitHub <https://github.com/godotengine/godot-asset-library>`_,
 where you can submit pull requests and issues, so please do not hesitate to visit it!
 
 Frequently asked questions

+ 1 - 1
tutorials/math/vectors_advanced.rst

@@ -223,7 +223,7 @@ Some examples of planes
 -----------------------
 
 Here is a simple example of what planes are useful for. Imagine you have
-a `convex <http://www.mathsisfun.com/definitions/convex.html>`__
+a `convex <https://www.mathsisfun.com/definitions/convex.html>`__
 polygon. For example, a rectangle, a trapezoid, a triangle, or just any
 polygon where no faces bend inwards.
 

+ 2 - 2
tutorials/networking/ssl_certificates.rst

@@ -19,7 +19,7 @@ specified in the project settings:
 .. image:: img/ssl_certs.png
 
 This file should contain any number of public certificates in
-http://en.wikipedia.org/wiki/Privacy-enhanced_Electronic_Mail format.
+https://en.wikipedia.org/wiki/Privacy-enhanced_Electronic_Mail format.
 
 Of course, remember to add .crt as filter so the exporter recognizes
 this when exporting your project.
@@ -36,7 +36,7 @@ key pair, and put the public pair in the .crt file (again, in PEM
 format). The private key should go to your server.
 
 OpenSSL has `some
-documentation <https://www.openssl.org/docs/HOWTO/keys.txt>`__ about
+documentation <https://raw.githubusercontent.com/openssl/openssl/master/doc/HOWTO/keys.txt>`__ about
 this. This approach also **does not require domain validation** nor
 requires you to spend a considerable amount of money in purchasing
 certificates from a CA.

+ 1 - 1
tutorials/plugins/editor/making_plugins.rst

@@ -51,7 +51,7 @@ This is a simple ``ini`` file with metadata about your plugin. You need to set
 up the name and description so users can understand what it does. Add your
 own name so you can be properly credited. A version number is useful so users can see if
 they have an outdated version (if you are unsure on how to come up with
-the version number, check `SemVer <http://semver.org/>`_). And finally a main
+the version number, check `SemVer <https://semver.org/>`_). And finally a main
 script file to load when your plugin is active.
 
 The script file