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Fix some classref warnings

Rémi Verschelde 6 éve
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commit
be669ab8b9

+ 1 - 1
classes/class_animationnodestatemachinetransition.rst

@@ -72,7 +72,7 @@ Property Descriptions
 | *Getter* | get_advance_condition()      |
 +----------+------------------------------+
 
-Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the :ref:`AnimationTree<class_AnimationTree>` that can be controlled from code (see :ref:`https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code<https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code>`). For example, if :ref:`AnimationTree.tree_root<class_AnimationTree_property_tree_root>` is an :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>` and :ref:`advance_condition<class_AnimationNodeStateMachineTransition_property_advance_condition>` is set to "idle":
+Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the :ref:`AnimationTree<class_AnimationTree>` that can be controlled from code (see `https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code <https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code>`_). For example, if :ref:`AnimationTree.tree_root<class_AnimationTree_property_tree_root>` is an :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>` and :ref:`advance_condition<class_AnimationNodeStateMachineTransition_property_advance_condition>` is set to "idle":
 
 ::
 

+ 1 - 1
classes/class_projectsettings.rst

@@ -1722,7 +1722,7 @@ Shaders have a time variable that constantly increases. At some point, it needs
 
 - :ref:`bool<class_bool>` **rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround**
 
-Some NVIDIA GPU drivers have a bug which produces flickering issues for the ``draw_rect`` method, especially as used in :ref:`TileMap<class_TileMap>`. Refer to :ref:`https://github.com/godotengine/godot/issues/9913<https://github.com/godotengine/godot/issues/9913>` for details.
+Some NVIDIA GPU drivers have a bug which produces flickering issues for the ``draw_rect`` method, especially as used in :ref:`TileMap<class_TileMap>`. Refer to `GitHub issue 9913 <https://github.com/godotengine/godot/issues/9913>`_ for details.
 
 If ``true``, this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms.
 

+ 2 - 2
tutorials/audio/sync_with_audio.rst

@@ -31,7 +31,7 @@ As mentioned before, If you call :ref:`AudioStreamPlayer.play()<class_AudioStrea
 
 This delay can't be avoided but it can be estimated by calling :ref:`AudioServer.get_time_to_next_mix()<class_AudioServer_method_get_time_to_next_mix>`.
 
-The output latency (what happens after the mix) can also be estimated by calling :ref:`AudioServer.get_output_latency()<class_AudioServer_get_output_latency>`.
+The output latency (what happens after the mix) can also be estimated by calling :ref:`AudioServer.get_output_latency()<class_AudioServer_method_get_output_latency>`.
 
 Add these two and it's possible to guess almost exactly when sound or music will begin playing in the speakers:
 
@@ -73,7 +73,7 @@ Using the sound hardware clock to sync
 
 Using :ref:`AudioStreamPlayer.get_playback_position()<class_AudioStreamPlayer_method_get_playback_position>` to obtain the current position for the song sounds ideal, but it's not that useful as-is. This value will increment in chunks (every time the audio callback mixed a block of sound), so many calls can return the same value. Added to this, the value will be out of sync with the speakers too because of the previously mentioned reasons.
 
-To compensate for the "chunked" output, there is a function that can help: :ref:`AudioServer.get_time_since_last_mix()<class_AudioServer_get_time_since_last_mix>`.
+To compensate for the "chunked" output, there is a function that can help: :ref:`AudioServer.get_time_since_last_mix()<class_AudioServer_method_get_time_since_last_mix>`.
 
 
 Adding the return value from this function to *get_playback_position()* increases precision: