浏览代码

address all reference errors after backporting changes to 3.4 branch

Nathan Lovato 3 年之前
父节点
当前提交
8efde7f69f

+ 2 - 0
about/faq.rst

@@ -409,6 +409,8 @@ This custom UI toolkit :ref:`can't be used as a library <doc_faq_use_godot_as_li
 but you can still
 :ref:`use Godot to create non-game applications by using the editor <doc_faq_non_game_applications>`.
 
+.. _doc_faq_why_not_stl:
+
 Why does Godot not use STL (Standard Template Library)?
 -------------------------------------------------------
 

+ 1 - 1
classes/class_control.rst

@@ -41,7 +41,7 @@ Tutorials
 
 - :doc:`../tutorials/2d/custom_drawing_in_2d`
 
-- :doc:`../tutorials/gui/control_node_gallery`
+- :doc:`../tutorials/ui/control_node_gallery`
 
 - `All GUI Demos <https://github.com/godotengine/godot-demo-projects/tree/master/gui>`__
 

+ 1 - 1
classes/class_csharpscript.rst

@@ -23,7 +23,7 @@ See also :ref:`GodotSharp<class_GodotSharp>`.
 Tutorials
 ---------
 
-- :doc:`../getting_started/scripting/c_sharp/index`
+- :doc:`../tutorials/scripting/c_sharp/index`
 
 Methods
 -------

+ 1 - 1
classes/class_image.rst

@@ -25,7 +25,7 @@ An ``Image`` cannot be assigned to a ``texture`` property of an object directly
 Tutorials
 ---------
 
-- :doc:`../getting_started/workflow/assets/importing_images`
+- :doc:`../tutorials/assets_pipeline/importing_images`
 
 Properties
 ----------

+ 1 - 1
classes/class_imagetexture.rst

@@ -51,7 +51,7 @@ An ``ImageTexture`` is not meant to be operated from within the editor interface
 Tutorials
 ---------
 
-- :doc:`../getting_started/workflow/assets/importing_images`
+- :doc:`../tutorials/assets_pipeline/importing_images`
 
 Properties
 ----------

+ 1 - 1
classes/class_jnisingleton.rst

@@ -21,7 +21,7 @@ The JNISingleton is implemented only in the Android export. It's used to call me
 Tutorials
 ---------
 
-- :doc:`../tutorials/plugins/android/android_plugin`
+- :doc:`../tutorials/platform/android/android_plugin`
 
 .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
 .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`

+ 1 - 1
classes/class_mutex.rst

@@ -21,7 +21,7 @@ A synchronization mutex (mutual exclusion). This is used to synchronize multiple
 Tutorials
 ---------
 
-- :doc:`../tutorials/threads/using_multiple_threads`
+- :doc:`../tutorials/performance/threads/using_multiple_threads`
 
 Methods
 -------

+ 1 - 1
classes/class_node.rst

@@ -43,7 +43,7 @@ Finally, when a node is freed with :ref:`Object.free<class_Object_method_free>`
 Tutorials
 ---------
 
-- :doc:`../getting_started/step_by_step/scenes_and_nodes`
+- :doc:`../getting_started/step_by_step/nodes_and_scenes`
 
 - `All Demos <https://github.com/godotengine/godot-demo-projects/>`__
 

+ 2 - 2
classes/class_object.rst

@@ -45,9 +45,9 @@ Objects also receive notifications. Notifications are a simple way to notify the
 Tutorials
 ---------
 
-- :doc:`../getting_started/workflow/best_practices/node_alternatives`
+- :doc:`../tutorials/best_practices/node_alternatives`
 
-- `#advanced-exports <../getting_started/scripting/gdscript/gdscript_exports.html#advanced-exports>`_ in :doc:`../getting_started/scripting/gdscript/gdscript_exports`
+- `#advanced-exports <../tutorials/scripting/gdscript/gdscript_exports.html#advanced-exports>`_ in :doc:`../tutorials/scripting/gdscript/gdscript_exports`
 
 Methods
 -------

+ 1 - 1
classes/class_reference.rst

@@ -29,7 +29,7 @@ In the vast majority of use cases, instantiating and using ``Reference``-derived
 Tutorials
 ---------
 
-- :doc:`../getting_started/workflow/best_practices/node_alternatives`
+- :doc:`../tutorials/best_practices/node_alternatives`
 
 Methods
 -------

+ 1 - 1
classes/class_resource.rst

@@ -27,7 +27,7 @@ Tutorials
 
 - :doc:`../tutorials/scripting/resources`
 
-- :doc:`../getting_started/workflow/best_practices/node_alternatives`
+- :doc:`../tutorials/best_practices/node_alternatives`
 
 Properties
 ----------

+ 1 - 1
classes/class_script.rst

@@ -25,7 +25,7 @@ The ``new`` method of a script subclass creates a new instance. :ref:`Object.set
 Tutorials
 ---------
 
-- :doc:`../getting_started/step_by_step/scripting`
+- :doc:`../getting_started/step_by_step/scripting_first_script`
 
 Properties
 ----------

+ 1 - 1
classes/class_semaphore.rst

@@ -21,7 +21,7 @@ A synchronization semaphore which can be used to synchronize multiple :ref:`Thre
 Tutorials
 ---------
 
-- :doc:`../tutorials/threads/using_multiple_threads`
+- :doc:`../tutorials/performance/threads/using_multiple_threads`
 
 Methods
 -------

+ 2 - 2
classes/class_thread.rst

@@ -23,9 +23,9 @@ A unit of execution in a process. Can run methods on :ref:`Object<class_Object>`
 Tutorials
 ---------
 
-- :doc:`../tutorials/threads/using_multiple_threads`
+- :doc:`../tutorials/performance/threads/using_multiple_threads`
 
-- :doc:`../tutorials/threads/thread_safe_apis`
+- :doc:`../tutorials/performance/threads/thread_safe_apis`
 
 - `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__
 

+ 1 - 1
classes/class_visualshadernodeinput.rst

@@ -21,7 +21,7 @@ Gives access to input variables (built-ins) available for the shader. See the sh
 Tutorials
 ---------
 
-- :doc:`../tutorials/shading/shading_reference/index`
+- :doc:`../tutorials/shaders/shader_reference/index`
 
 Properties
 ----------

+ 3 - 3
community/contributing/class_reference_writing_guidelines.rst

@@ -125,11 +125,11 @@ the text. Here's the list of available tags:
 +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
 | Tag                        | Effect                               | Usage                             | Result                                            |
 +============================+======================================+===================================+===================================================+
-| [Class]                    | Link a class                         | Move the [Sprite2D].              | Move the :ref:`class_Sprite2D`.                   |
+| [Class]                    | Link a class                         | Move the [Sprite2D].              | Move the :ref:`class_Sprite`.                     |
 +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
-| [method methodname]        | Link to a method in this class       | Call [method hide].               | Call :ref:`hide <class_Node3D_method_hide>`.      |
+| [method methodname]        | Link to a method in this class       | Call [method hide].               | Call :ref:`hide <class_Spatial_method_hide>`.     |
 +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
-| [method Class.methodname]  | Link to another class's method       | Call [method Node3D.hide].        | Call :ref:`hide <class_Node3D_method_hide>`.      |
+| [method Class.methodname]  | Link to another class's method       | Call [method Node3D.hide].        | Call :ref:`hide <class_Spatial_method_hide>`.     |
 +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
 | [member membername]        | Link to a member in this class       | Get [member scale].               | Get :ref:`scale <class_Node2D_property_scale>`.   |
 +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+

+ 1 - 1
development/editor/introduction_to_editor_development.rst

@@ -22,7 +22,7 @@ Technical choices
 -----------------
 
 The Godot editor is drawn using Godot's renderer and
-:ref:`UI system <doc_user_interface>`. It does *not* rely on a toolkit
+:ref:`UI system <toc-gui-basics>`. It does *not* rely on a toolkit
 such as GTK or Qt. This is similar in spirit to software like Blender.
 While using toolkits makes it easier to achieve a "native" appearance, they are
 also quite heavy and their licensing is not compatible with Godot's.

+ 1 - 1
getting_started/first_2d_game/02.player_scene.rst

@@ -54,7 +54,7 @@ Sprite animation
 ~~~~~~~~~~~~~~~~
 
 Click on the ``Player`` node and add an :ref:`AnimatedSprite2D
-<class_AnimatedSprite2D>` node as a child. The ``AnimatedSprite2D`` will handle the
+<class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle the
 appearance and animations for our player. Notice that there is a warning symbol
 next to the node. An ``AnimatedSprite2D`` requires a :ref:`SpriteFrames
 <class_SpriteFrames>` resource, which is a list of the animations it can

+ 2 - 2
getting_started/first_2d_game/04.creating_the_enemy.rst

@@ -17,7 +17,7 @@ Click Scene -> New Scene and add the following nodes:
 
 - :ref:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)
 
-   - :ref:`AnimatedSprite2D <class_AnimatedSprite2D>`
+   - :ref:`AnimatedSprite <class_AnimatedSprite>`
    - :ref:`CollisionShape2D <class_CollisionShape2D>`
    - :ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>`
 
@@ -31,7 +31,7 @@ box. This will ensure the mobs do not collide with each other.
 
 .. image:: img/set_collision_mask.png
 
-Set up the :ref:`AnimatedSprite2D <class_AnimatedSprite2D>` like you did for the
+Set up the :ref:`AnimatedSprite <class_AnimatedSprite>` like you did for the
 player. This time, we have 3 animations: ``fly``, ``swim``, and ``walk``. There
 are two images for each animation in the art folder.
 

+ 0 - 3
getting_started/introduction/first_look_at_the_editor.rst

@@ -28,9 +28,6 @@ At the top of the window, there is another tab named "Templates". You can search
 for demo projects in the open-source asset library, which includes many projects
 developed by the community.
 
-.. seealso:: To learn the project manager's ins and outs, read
-             :ref:`doc_project_manager`.
-
 .. image:: img/editor_intro_project_templates.png
 
 You can also change the editor's language using the drop-down menu to the right

+ 1 - 1
getting_started/step_by_step/instancing.rst

@@ -15,7 +15,7 @@ pack information about your scene's content.
 
 Here's the example of a ball. It's composed of a :ref:`RigidBody2D
 <class_RigidBody2D>` node as its root named Ball, which allows the ball to fall
-and bounce on walls, a :ref:`Sprite2D <class_Sprite2D>` node, and a
+and bounce on walls, a :ref:`Sprite2D <class_Sprite>` node, and a
 :ref:`CollisionShape2D <class_CollisionShape2D>`.
 
 .. image:: img/instancing_ball_scene.png

+ 3 - 8
getting_started/step_by_step/nodes_and_scenes.rst

@@ -65,8 +65,8 @@ Creating your first scene
 -------------------------
 
 Let's create our first scene with a single node. To do so, you will need to
-:ref:`create a new project <doc_creating_and_importing_projects>` first. After
-opening the project, you should see an empty editor.
+create a new project first. After opening the project, you should see an empty
+editor.
 
 .. image:: img/nodes_and_scenes_01_empty_editor.png
 
@@ -116,10 +116,6 @@ below the Text property and type "Hello World".
 
 You will see the text draw in the viewport as you type.
 
-.. seealso:: You can edit any property listed in the Inspector as we did with
-             the Text. For a complete reference of the Inspector dock, see the
-             :ref:`doc_editor_inspector_dock`.
-
 You can move your Label node in the viewport by selecting the move tool in the
 toolbar.
 
@@ -189,8 +185,7 @@ will use this scene as a starting point.
 .. note:: The editor saves the main scene's path in a project.godot file in your
           project's directory. While you can edit this text file directly to
           change project settings, you can also use the "Project -> Project
-          Settings" window to do so. For more information, see
-          :ref:`doc_project_settings`.
+          Settings" window to do so.
 
 In the next part, we will discuss another key concept in games and in Godot:
 creating instances of a scene.

+ 3 - 3
getting_started/step_by_step/scripting_first_script.rst

@@ -30,9 +30,9 @@ circles using GDScript. As we mentioned :ref:`in the introduction
 Project setup
 -------------
 
-Please :ref:`create a new project <doc_creating_and_importing_projects>` to
-start with a clean slate. Your project should contain one picture: the Godot
-icon, which we often use for prototyping in the community.
+Please create a new project to start with a clean slate. Your project should
+contain one picture: the Godot icon, which we often use for prototyping in the
+community.
 
 .. Godot icon
 

+ 1 - 1
tutorials/animation/cutout_animation.rst

@@ -265,7 +265,7 @@ Animation tips
 
 The following section will be a collection of tips for creating animation for
 your cutout rigs. For more information on how the animation system in Godot
-works, see :ref:`doc_animations`.
+works, see :ref:`doc_introduction_animation`.
 
 Setting keyframes and excluding properties
 ------------------------------------------

+ 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>`_
         or look for a suitable introduction elsewhere.
 
+.. _doc_c_sharp_setup:
+
 Setting up C# for Godot
 -----------------------
 

+ 2 - 0
tutorials/scripting/gdscript/gdscript_basics.rst

@@ -1357,6 +1357,8 @@ See :ref:`doc_running_code_in_the_editor` for more information.
              scripts run their code in the editor, misusing them may lead to
              crashing the editor.
 
+.. _doc_gdscript_basics_memory_management:
+
 Memory management
 ~~~~~~~~~~~~~~~~~
 

+ 4 - 2
tutorials/scripting/gdscript/gdscript_exports.rst

@@ -27,8 +27,10 @@ special export syntax is provided.
 .. note::
 
     Exporting properties can also be done in other languages such as C#.
-    The syntax varies depending on the language. See :ref:`doc_c_sharp_exports`
-    for information on C# exports.
+    The syntax varies depending on the language.
+
+..
+   See  ref `doc_c_sharp_exports` for information on C# exports.
 
 Examples
 --------

+ 0 - 1
tutorials/shaders/introduction_to_shaders.rst

@@ -87,7 +87,6 @@ Here are the available types:
 * :ref:`spatial <doc_spatial_shader>` for 3D rendering.
 * :ref:`canvas_item <doc_canvas_item_shader>` for 2D rendering.
 * :ref:`particles <doc_particle_shader>` for particle systems.
-* :ref:`sky <doc_sky_shader>` to render :ref:`Skies <class_Sky>`.
 
 Render modes
 ------------

+ 1 - 1
tutorials/shaders/your_first_shader/your_first_3d_shader.rst

@@ -5,7 +5,7 @@ Your first 3D shader
 
 You have decided to start writing your own custom Spatial shader. Maybe you saw
 a cool trick online that was done with shaders, or you have found that the
-:ref:`StandardMaterial3D <class_StandardMaterial3D>` isn't quite meeting your
+:ref:`StandardMaterial3D <class_SpatialMaterial>` isn't quite meeting your
 needs. Either way, you have decided to write your own and now you need figure
 out where to start.