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Merge pull request #73699 from Piralein/classref-🧹

update outdated classref references and examples
Rémi Verschelde 2 年之前
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3e94fb984b
共有 3 個文件被更改,包括 3 次插入3 次删除
  1. 1 1
      doc/classes/Control.xml
  2. 1 1
      doc/classes/EditorSettings.xml
  3. 1 1
      doc/classes/VoxelGI.xml

+ 1 - 1
doc/classes/Control.xml

@@ -801,7 +801,7 @@
 				Shows the given control at the mouse pointer. A good time to call this method is in [method _get_drag_data]. The control must not be in the scene tree. You should not free the control, and you should not keep a reference to the control beyond the duration of the drag. It will be deleted automatically after the drag has ended.
 				[codeblocks]
 				[gdscript]
-				export (Color, RGBA) var color = Color(1, 0, 0, 1)
+				@export var color = Color(1, 0, 0, 1)
 
 				func _get_drag_data(position):
 				    # Use a control that is not in the tree

+ 1 - 1
doc/classes/EditorSettings.xml

@@ -757,7 +757,7 @@
 		</member>
 		<member name="text_editor/behavior/indent/type" type="int" setter="" getter="">
 			The indentation style to use (tabs or spaces).
-			[b]Note:[/b] The [url=$DOCS_URL/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation.
+			[b]Note:[/b] The [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation.
 		</member>
 		<member name="text_editor/behavior/navigation/drag_and_drop_selection" type="bool" setter="" getter="">
 			If [code]true[/code], allows drag-and-dropping text in the script editor to move text. Disable this if you find yourself accidentally drag-and-dropping text in the script editor.

+ 1 - 1
doc/classes/VoxelGI.xml

@@ -11,7 +11,7 @@
 		[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then be hidden after baking the [VoxelGI] node.
 	</description>
 	<tutorials>
-		<link title="GI probes">$DOCS_URL/tutorials/3d/gi_probes.html</link>
+		<link title="VoxelGI">$DOCS_URL/tutorials/3d/using_voxel_gi.html</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 	</tutorials>
 	<methods>