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address all reference errors after backporting changes to 3.4 branch

Nathan Lovato 3 år sedan
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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
 but you can still
 :ref:`use Godot to create non-game applications by using the editor <doc_faq_non_game_applications>`.
 :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)?
 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/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>`__
 - `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
 Tutorials
 ---------
 ---------
 
 
-- :doc:`../getting_started/scripting/c_sharp/index`
+- :doc:`../tutorials/scripting/c_sharp/index`
 
 
 Methods
 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
 Tutorials
 ---------
 ---------
 
 
-- :doc:`../getting_started/workflow/assets/importing_images`
+- :doc:`../tutorials/assets_pipeline/importing_images`
 
 
 Properties
 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
 Tutorials
 ---------
 ---------
 
 
-- :doc:`../getting_started/workflow/assets/importing_images`
+- :doc:`../tutorials/assets_pipeline/importing_images`
 
 
 Properties
 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
 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.)`
 .. |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.)`
 .. |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
 Tutorials
 ---------
 ---------
 
 
-- :doc:`../tutorials/threads/using_multiple_threads`
+- :doc:`../tutorials/performance/threads/using_multiple_threads`
 
 
 Methods
 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
 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/>`__
 - `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
 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
 Methods
 -------
 -------

+ 1 - 1
classes/class_reference.rst

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

+ 1 - 1
classes/class_resource.rst

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

+ 1 - 1
classes/class_semaphore.rst

@@ -21,7 +21,7 @@ A synchronization semaphore which can be used to synchronize multiple :ref:`Thre
 Tutorials
 Tutorials
 ---------
 ---------
 
 
-- :doc:`../tutorials/threads/using_multiple_threads`
+- :doc:`../tutorials/performance/threads/using_multiple_threads`
 
 
 Methods
 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
 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>`__
 - `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
 Tutorials
 ---------
 ---------
 
 
-- :doc:`../tutorials/shading/shading_reference/index`
+- :doc:`../tutorials/shaders/shader_reference/index`
 
 
 Properties
 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                                            |
 | 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>`.   |
 | [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
 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.
 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
 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.
 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
 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
 appearance and animations for our player. Notice that there is a warning symbol
 next to the node. An ``AnimatedSprite2D`` requires a :ref:`SpriteFrames
 next to the node. An ``AnimatedSprite2D`` requires a :ref:`SpriteFrames
 <class_SpriteFrames>` resource, which is a list of the animations it can
 <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:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)
 
 
-   - :ref:`AnimatedSprite2D <class_AnimatedSprite2D>`
+   - :ref:`AnimatedSprite <class_AnimatedSprite>`
    - :ref:`CollisionShape2D <class_CollisionShape2D>`
    - :ref:`CollisionShape2D <class_CollisionShape2D>`
    - :ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>`
    - :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
 .. 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
 player. This time, we have 3 animations: ``fly``, ``swim``, and ``walk``. There
 are two images for each animation in the art folder.
 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
 for demo projects in the open-source asset library, which includes many projects
 developed by the community.
 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
 .. image:: img/editor_intro_project_templates.png
 
 
 You can also change the editor's language using the drop-down menu to the right
 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
 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
 <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>`.
 :ref:`CollisionShape2D <class_CollisionShape2D>`.
 
 
 .. image:: img/instancing_ball_scene.png
 .. 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
 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
 .. 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.
 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
 You can move your Label node in the viewport by selecting the move tool in the
 toolbar.
 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
 .. 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
           project's directory. While you can edit this text file directly to
           change project settings, you can also use the "Project -> Project
           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:
 In the next part, we will discuss another key concept in games and in Godot:
 creating instances of a scene.
 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
 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
 .. 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
 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
 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
 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>`_
         `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
 -----------------------
 -----------------------
 
 

+ 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
              scripts run their code in the editor, misusing them may lead to
              crashing the editor.
              crashing the editor.
 
 
+.. _doc_gdscript_basics_memory_management:
+
 Memory management
 Memory management
 ~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~
 
 

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

@@ -27,8 +27,10 @@ special export syntax is provided.
 .. note::
 .. note::
 
 
     Exporting properties can also be done in other languages such as C#.
     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
 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:`spatial <doc_spatial_shader>` for 3D rendering.
 * :ref:`canvas_item <doc_canvas_item_shader>` for 2D rendering.
 * :ref:`canvas_item <doc_canvas_item_shader>` for 2D rendering.
 * :ref:`particles <doc_particle_shader>` for particle systems.
 * :ref:`particles <doc_particle_shader>` for particle systems.
-* :ref:`sky <doc_sky_shader>` to render :ref:`Skies <class_Sky>`.
 
 
 Render modes
 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
 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
 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
 needs. Either way, you have decided to write your own and now you need figure
 out where to start.
 out where to start.