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fix: replace invalid `World` references with `World3D`/ `World2D` (#6256)

* fix: replace World references with World2D / World3D
yed podtrzitko 2 år sedan
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f4573fd49e

+ 1 - 1
tutorials/performance/using_servers.rst

@@ -65,7 +65,7 @@ For nodes, there are many functions available:
   method will return the canvas RID in the server.
 * For Viewport, the :ref:`Viewport.get_viewport_rid() <class_Viewport_method_get_viewport_rid>`
   method will return the viewport RID in the server.
-* For 3D, the :ref:`World <class_World>` resource (obtainable in the :ref:`Viewport <class_Viewport>`
+* For 3D, the :ref:`World3D <class_World3D>` resource (obtainable in the :ref:`Viewport <class_Viewport>`
   and :ref:`Spatial <class_Spatial>` nodes)
   contains functions to get the *RenderingServer Scenario*, and the *PhysicsServer Space*. This
   allows creating 3D objects directly with the server API and using them.

+ 1 - 1
tutorials/plugins/running_code_in_the_editor.rst

@@ -250,7 +250,7 @@ help you and your team avoid mistakes when setting up scenes.
 
 When using node configuration warnings, when any value that should affect or
 remove the warning changes, you need to call
-:ref:`update_configuration_warning<class_Node_method_update_configuration_warning>` .
+:ref:`update_configuration_warnings<class_Node_method_update_configuration_warnings>` .
 By default, the warning only updates when closing and reopening the scene.
 
 .. tabs::

+ 11 - 11
tutorials/rendering/viewports.rst

@@ -53,8 +53,8 @@ Listener
 Godot supports 3D sound (in both 2D and 3D nodes); more on this can be
 found in the :ref:`Audio Streams Tutorial<doc_audio_streams>`. For this type of sound to be
 audible, the :ref:`Viewport <class_Viewport>` needs to be enabled as a listener (for 2D or 3D).
-If you are using a custom :ref:`Viewport <class_Viewport>` to display your :ref:`World <class_World>`, don't forget
-to enable this!
+If you are using a custom :ref:`Viewport <class_Viewport>` to display your :ref:`World3D <class_World3D>` or
+:ref:`World2D <class_World2D>`, don't forget to enable this!
 
 Cameras (2D & 3D)
 -----------------
@@ -81,7 +81,7 @@ or make it the current camera by calling:
     camera.make_current()
 
 By default, cameras will render all objects in their world. In 3D, cameras can use their
-:ref:`cull_mask <class_Camera_property_cull_mask>` property combined with the
+:ref:`cull_mask <class_Camera3D_property_cull_mask>` property combined with the
 :ref:`VisualInstance's <class_VisualInstance>` :ref:`layer <class_VisualInstance_property_layers>`
 property to restrict which objects are rendered.
 
@@ -106,22 +106,22 @@ settings. For more information on scaling and stretching visit the :ref:`Multipl
 Worlds
 ------
 
-For 3D, a :ref:`Viewport <class_Viewport>` will contain a :ref:`World <class_World>`. This
+For 3D, a :ref:`Viewport <class_Viewport>` will contain a :ref:`World3D <class_World3D>`. This
 is basically the universe that links physics and rendering together.
-Spatial-based nodes will register using the :ref:`World <class_World>` of the closest
-:ref:`Viewport <class_Viewport>`. By default, newly created :ref:`Viewports <class_Viewport>` do not contain a :ref:`World <class_World>` but
+Spatial-based nodes will register using the :ref:`World3D <class_World3D>` of the closest :ref:`Viewport <class_Viewport>`.
+By default, newly created :ref:`Viewports <class_Viewport>` do not contain a :ref:`World3D <class_World3D>` but
 use the same as their parent :ref:`Viewport <class_Viewport>` (the root :ref:`Viewport <class_Viewport>` always contains a
-:ref:`World <class_World>`, which is the one objects are rendered to by default). A :ref:`World <class_World>` can
+:ref:`World3D <class_World3D>`, which is the one objects are rendered to by default). A :ref:`World3D <class_World3D>` can
 be set in a :ref:`Viewport <class_Viewport>` using the "world" property, and that will separate
 all children nodes of that :ref:`Viewport <class_Viewport>` from interacting with the parent
-:ref:`Viewport's <class_Viewport>` :ref:`World <class_World>`. This is especially useful in scenarios where, for
+:ref:`Viewport's <class_Viewport>` :ref:`World3D <class_World3D>`. This is especially useful in scenarios where, for
 example, you might want to show a separate character in 3D imposed over
 the game (like in StarCraft).
 
 As a helper for situations where you want to create :ref:`Viewports <class_Viewport>` that
-display single objects and don't want to create a :ref:`World <class_World>`, :ref:`Viewport <class_Viewport>` has
-the option to use its own :ref:`World <class_World>`. This is useful when you want to
-instance 3D characters or objects in a 2D :ref:`World <class_World2D>`.
+display single objects and don't want to create a :ref:`World3D <class_World3D>`, :ref:`Viewport <class_Viewport>` has
+the option to use its own :ref:`World3D <class_World3D>`. This is useful when you want to
+instance 3D characters or objects in a 2D :ref:`World2D <class_World2D>`.
 
 For 2D, each :ref:`Viewport <class_Viewport>` always contains its own :ref:`World2D <class_World2D>`.
 This suffices in most cases, but in case sharing them may be desired, it