Browse Source

Replace various links with `ref` roles (#5137)

merumelu 4 years ago
parent
commit
65118aa246

+ 1 - 3
community/contributing/contributing_to_the_documentation.rst

@@ -65,9 +65,7 @@ favorite text editor. You can then commit the changes, push them to your fork,
 and make a pull request. **Note that the pages in** ``classes/`` **should not be
 and make a pull request. **Note that the pages in** ``classes/`` **should not be
 edited here.** They are automatically generated from Godot’s `XML class
 edited here.** They are automatically generated from Godot’s `XML class
 reference <https://github.com/godotengine/godot/tree/master/doc/classes>`__.
 reference <https://github.com/godotengine/godot/tree/master/doc/classes>`__.
-See `Contribute to the Class Reference
-<https://docs.godotengine.org/en/latest/community/contributing/updating_the_class_reference.html>`__
-for details.
+See :ref:`doc_updating_the_class_reference` for details.
 
 
 .. seealso:: To build the manual and test changes on your computer, see
 .. seealso:: To build the manual and test changes on your computer, see
              :ref:`doc_building_the_manual`.
              :ref:`doc_building_the_manual`.

+ 2 - 2
development/compiling/compiling_for_linuxbsd.rst

@@ -121,8 +121,8 @@ On \*BSD, you can use ``sysctl -n hw.ncpu``:
 .. note::
 .. note::
 
 
     Prior to Godot 4.0, the Linux/\*BSD target was called ``x11`` instead of
     Prior to Godot 4.0, the Linux/\*BSD target was called ``x11`` instead of
-    ``linuxbsd``. If you are looking to compile Godot 3.2, make sure to use the
-    `3.2 branch of this documentation <https://docs.godotengine.org/en/3.2/development/compiling/compiling_for_x11.html>`__.
+    ``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the
+    `stable branch of this documentation <https://docs.godotengine.org/en/stable/development/compiling/compiling_for_x11.html>`__.
 
 
 If all goes well, the resulting binary executable will be placed in the
 If all goes well, the resulting binary executable will be placed in the
 "bin" subdirectory. This executable file contains the whole engine and
 "bin" subdirectory. This executable file contains the whole engine and

+ 6 - 6
development/cpp/configuring_an_ide/clion.rst

@@ -3,18 +3,18 @@
 CLion
 CLion
 =====
 =====
 
 
-`CLion <https://www.jetbrains.com/clion/>`_ is a commercial 
+`CLion <https://www.jetbrains.com/clion/>`_ is a commercial
 `JetBrains <https://www.jetbrains.com/>`_ IDE for C++.
 `JetBrains <https://www.jetbrains.com/>`_ IDE for C++.
 
 
 Importing the project
 Importing the project
 ---------------------
 ---------------------
 
 
 CLion requires a ``CMakeLists.txt`` file as a project file, which is problematic
 CLion requires a ``CMakeLists.txt`` file as a project file, which is problematic
-for Godot because it uses the SCons buildsystem instead of CMake. However, 
-there is a ``CMakeLists.txt`` configuration for :ref:`Android Studio <doc_configuring_an_ide_android_studio>` 
+for Godot because it uses the SCons buildsystem instead of CMake. However,
+there is a ``CMakeLists.txt`` configuration for :ref:`Android Studio <doc_configuring_an_ide_android_studio>`
 which can also be used by CLion.
 which can also be used by CLion.
 
 
-- From the CLion's welcome window choose the option to import an existing 
+- From the CLion's welcome window choose the option to import an existing
   project. If you've already opened another project, choose **File > Open**
   project. If you've already opened another project, choose **File > Open**
   from the top menu.
   from the top menu.
 - Navigate to ``<Godot root directory>/platform/android/java/nativeSrcsConfigs`` (the
 - Navigate to ``<Godot root directory>/platform/android/java/nativeSrcsConfigs`` (the
@@ -31,7 +31,7 @@ which can also be used by CLion.
 .. figure:: img/clion_2_this_window.png
 .. figure:: img/clion_2_this_window.png
    :align: center
    :align: center
 
 
-- Choose **Tools > CMake > Change Project Root** from the top menu and select 
+- Choose **Tools > CMake > Change Project Root** from the top menu and select
   the Godot root folder.
   the Godot root folder.
 
 
 .. figure:: img/clion_3_change_project_root.png
 .. figure:: img/clion_3_change_project_root.png
@@ -47,7 +47,7 @@ Debugging the project
 ---------------------
 ---------------------
 
 
 Since CLion does not support SCons, you won't be able to compile, launch, and debug Godot from CLion in one step.
 Since CLion does not support SCons, you won't be able to compile, launch, and debug Godot from CLion in one step.
-You will first need to `compile godot yourself <https://docs.godotengine.org/en/stable/development/compiling/index.html>`__ and run the binary without CLion. You will then be able to debug Godot by using the `Attach to process <https://www.jetbrains.com/help/clion/attaching-to-local-process.html>`__ feature.
+You will first need to :ref:`compile Godot yourself <toc-devel-compiling>` and run the binary without CLion. You will then be able to debug Godot by using the `Attach to process <https://www.jetbrains.com/help/clion/attaching-to-local-process.html>`__ feature.
 
 
 - Run the compilation in debug mode by entering ``scons``.
 - Run the compilation in debug mode by entering ``scons``.
 
 

+ 3 - 3
getting_started/first_2d_game/01.project_setup.rst

@@ -26,7 +26,7 @@ Launch Godot and create a new project.
 
 
     Ensure that you have the required dependencies to use C# in Godot.
     Ensure that you have the required dependencies to use C# in Godot.
     You need the .NET Core 3.1 SDK, and an editor such as VS Code.
     You need the .NET Core 3.1 SDK, and an editor such as VS Code.
-    See https://docs.godotengine.org/en/latest/tutorials/scripting/c_sharp/c_sharp_basics.html#setting-up-c-for-godot
+    See :ref:`doc_c_sharp_setup`.
 
 
  .. tab:: GDNative C++
  .. tab:: GDNative C++
 
 
@@ -41,8 +41,8 @@ Launch Godot and create a new project.
     You need a C++ compiler such as GCC or Clang or MSVC that supports C++14.
     You need a C++ compiler such as GCC or Clang or MSVC that supports C++14.
     On Windows you can download Visual Studio 2019 and select the C++ workload.
     On Windows you can download Visual Studio 2019 and select the C++ workload.
     You also need SCons to use the build system (the SConstruct file).
     You also need SCons to use the build system (the SConstruct file).
-    Then you need to download the Godot C++ bindings from
-    https://github.com/godotengine/godot-cpp and place them in your project.
+    Then you need to `download the Godot C++ bindings <https://github.com/godotengine/godot-cpp>`_
+    and place them in your project.
 
 
 Your project folder should look like this.
 Your project folder should look like this.
 
 

+ 4 - 4
tutorials/best_practices/data_preferences.rst

@@ -40,10 +40,10 @@ Array vs. Dictionary vs. Object
 -------------------------------
 -------------------------------
 
 
 Godot stores all variables in the scripting API in the
 Godot stores all variables in the scripting API in the
-`Variant <https://docs.godotengine.org/en/latest/development/cpp/variant_class.html>`_
-class. Variants can store Variant-compatible data structures such as
-:ref:`Array <class_Array>` and :ref:`Dictionary <class_Dictionary>` as well 
-as :ref:`Object <class_Object>`\ s.
+:ref:`Variant <doc_variant_class>` class.
+Variants can store Variant-compatible data structures such as
+:ref:`Array <class_Array>` and :ref:`Dictionary <class_Dictionary>` as well
+as :ref:`Objects <class_Object>`.
 
 
 Godot implements Array as a ``Vector<Variant>``. The engine stores the Array
 Godot implements Array as a ``Vector<Variant>``. The engine stores the Array
 contents in a contiguous section of memory, i.e. they are in a row adjacent
 contents in a contiguous section of memory, i.e. they are in a row adjacent

+ 2 - 0
tutorials/scripting/c_sharp/c_sharp_basics.rst

@@ -35,6 +35,8 @@ page in the Mono documentation.
         `Microsoft C# guide <https://docs.microsoft.com/en-us/dotnet/csharp/index>`_
         `Microsoft C# guide <https://docs.microsoft.com/en-us/dotnet/csharp/index>`_
         or look for a suitable introduction elsewhere.
         or look for a suitable introduction elsewhere.
 
 
+.. _doc_c_sharp_setup:
+
 Setting up C# for Godot
 Setting up C# for Godot
 -----------------------
 -----------------------