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Update all outdated online documentation links

Yuri Sizov před 2 roky
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4c1f11944e

+ 8 - 7
CONTRIBUTING.md

@@ -122,11 +122,12 @@ recommend that you have a look at it to know what's important to take into
 account for a PR to be considered for merging.
 
 In addition to the following tips, also take a look at the
-[Engine development guide](https://docs.godotengine.org/en/latest/development/cpp/)
+[Engine development guide](https://docs.godotengine.org/en/latest/contributing/development/index.html)
 for an introduction to developing on Godot.
 
-The [Contributing docs](https://docs.godotengine.org/en/latest/community/contributing/index.html)
-also have important information on the PR workflow and the code style we use.
+The [Contributing docs](https://docs.godotengine.org/en/latest/contributing/ways_to_contribute.html)
+also have important information on the [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
+and the [code style](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html) we use.
 
 ### Document your changes
 
@@ -135,10 +136,10 @@ scripting APIs, you **must** update the class reference to document those.
 This is to ensure the documentation coverage doesn't decrease as contributions
 are merged.
 
-[Update the documentation template](https://docs.godotengine.org/en/latest/community/contributing/updating_the_class_reference.html#updating-the-documentation-template)
+[Update documentation XML files](https://docs.godotengine.org/en/latest/contributing/documentation/updating_the_class_reference.html#updating-class-reference-when-working-on-the-engine)
 using your compiled binary, then fill in the descriptions.
 Follow the style guide described in the
-[Docs writing guidelines](https://docs.godotengine.org/en/latest/community/contributing/docs_writing_guidelines.html).
+[Writing guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/docs_writing_guidelines.html).
 
 If your pull request modifies parts of the code in a non-obvious way, make sure
 to add comments in the code as well. This helps other people understand the
@@ -164,7 +165,7 @@ applicable.
 Feel free to contribute standalone pull requests to add new tests or improve
 existing tests as well.
 
-See [Unit testing](https://docs.godotengine.org/en/latest/development/cpp/unit_testing.html)
+See [Unit testing](https://docs.godotengine.org/en/latest/contributing/development/core_and_modules/unit_testing.html)
 for information on writing tests in Godot's C++ codebase.
 
 ### Be nice to the Git history
@@ -186,7 +187,7 @@ Internet).
 This [Git style guide](https://github.com/agis-/git-style-guide) has some
 good practices to have in mind.
 
-See our [PR workflow](https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html)
+See our [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
 documentation for tips on using Git, amending commits and rebasing branches.
 
 ### Format your commit messages with readability in mind

+ 3 - 3
doc/classes/EditorSettings.xml

@@ -499,7 +499,7 @@
 		</member>
 		<member name="interface/editor/editor_language" type="String" setter="" getter="">
 			The language to use for the editor interface.
-			Translations are provided by the community. If you spot a mistake, [url=https://docs.godotengine.org/en/latest/community/contributing/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url]
+			Translations are provided by the community. If you spot a mistake, [url=$DOCS_URL/contributing/documentation/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url]
 		</member>
 		<member name="interface/editor/expand_to_title" type="bool" setter="" getter="">
 			Expanding main editor window content to the title, if supported by [DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE].
@@ -741,7 +741,7 @@
 		</member>
 		<member name="text_editor/behavior/indent/type" type="int" setter="" getter="">
 			The indentation style to use (tabs or spaces).
-			[b]Note:[/b] The [url=https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation.
+			[b]Note:[/b] The [url=$DOCS_URL/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.
 		</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.
@@ -782,7 +782,7 @@
 			If [code]true[/code], the code completion tooltip will appear below the current line unless there is no space on screen below the current line. If [code]false[/code], the code completion tooltip will appear above the current line.
 		</member>
 		<member name="text_editor/completion/use_single_quotes" type="bool" setter="" getter="">
-			If [code]true[/code], performs string autocompletion with single quotes. If [code]false[/code], performs string autocompletion with double quotes (which matches the [url=https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url]).
+			If [code]true[/code], performs string autocompletion with single quotes. If [code]false[/code], performs string autocompletion with double quotes (which matches the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url]).
 		</member>
 		<member name="text_editor/help/class_reference_examples" type="int" setter="" getter="">
 			Controls which multi-line code blocks should be displayed in the editor help. This setting does not affect single-line code literals in the editor help.

+ 1 - 1
doc/classes/JavaScriptBridge.xml

@@ -5,7 +5,7 @@
 	</brief_description>
 	<description>
 		The JavaScriptBridge singleton is implemented only in the Web export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
-		[b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScriptBridge singleton is enabled. Official export templates also have the JavaScriptBridge singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
+		[b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScriptBridge singleton is enabled. Official export templates also have the JavaScriptBridge singleton enabled. See [url=$DOCS_URL/contributing/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
 	</description>
 	<tutorials>
 		<link title="Exporting for the Web: Calling JavaScript from script">$DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link>

+ 1 - 0
doc/classes/Object.xml

@@ -24,6 +24,7 @@
 		[b]Note:[/b] The [code]script[/code] is not exposed like most properties. To set or get an object's [Script] in code, use [method set_script] and [method get_script], respectively.
 	</description>
 	<tutorials>
+		<link title="Object class introduction">$DOCS_URL/contributing/development/core_and_modules/object_class.html</link>
 		<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
 		<link title="Object notifications">$DOCS_URL/tutorials/best_practices/godot_notifications.html</link>
 	</tutorials>

+ 1 - 1
doc/classes/Variant.xml

@@ -70,6 +70,6 @@
 		Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired.
 	</description>
 	<tutorials>
-		<link title="Variant class">$DOCS_URL/development/cpp/variant_class.html</link>
+		<link title="Variant class introduction">$DOCS_URL/contributing/development/core_and_modules/variant_class.html</link>
 	</tutorials>
 </class>

+ 1 - 1
editor/editor_help.cpp

@@ -41,7 +41,7 @@
 #include "editor/plugins/script_editor_plugin.h"
 #include "scene/gui/line_edit.h"
 
-#define CONTRIBUTE_URL vformat("%s/community/contributing/updating_the_class_reference.html", VERSION_DOCS_URL)
+#define CONTRIBUTE_URL vformat("%s/contributing/documentation/updating_the_class_reference.html", VERSION_DOCS_URL)
 
 DocTools *EditorHelp::doc = nullptr;
 

+ 1 - 1
editor/export/project_export.cpp

@@ -480,7 +480,7 @@ void ProjectExportDialog::_enc_filters_changed(const String &p_filters) {
 }
 
 void ProjectExportDialog::_open_key_help_link() {
-	OS::get_singleton()->shell_open(vformat("%s/development/compiling/compiling_with_script_encryption_key.html", VERSION_DOCS_URL));
+	OS::get_singleton()->shell_open(vformat("%s/contributing/development/compiling/compiling_with_script_encryption_key.html", VERSION_DOCS_URL));
 }
 
 void ProjectExportDialog::_enc_pck_changed(bool p_pressed) {

+ 1 - 1
editor/icons/README.md

@@ -3,5 +3,5 @@
 This folder contains all the icons used by Godot editor (except for platform
 icons which are located in their respective platform folder).
 
-See [Editor icons](https://docs.godotengine.org/en/latest/development/editor/creating_icons.html)
+See [Editor icons](https://docs.godotengine.org/en/latest/contributing/development/editor/creating_icons.html)
 in the documentation for details on creating icons for the Godot editor.

+ 1 - 1
modules/gdscript/tests/README.md

@@ -4,5 +4,5 @@ The `scripts/` folder contains integration tests in the form of GDScript files
 and output files.
 
 See the
-[Integration tests for GDScript documentation](https://docs.godotengine.org/en/latest/development/cpp/unit_testing.html#integration-tests-for-gdscript)
+[Integration tests for GDScript documentation](https://docs.godotengine.org/en/latest/contributing/development/core_and_modules/unit_testing.html#integration-tests-for-gdscript)
 for information about creating and running GDScript integration tests.

+ 1 - 1
platform/android/README.md

@@ -5,7 +5,7 @@ using [Gradle](https://gradle.org/) as a build system.
 
 ## Documentation
 
-- [Compiling for Android](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_android.html)
+- [Compiling for Android](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_android.html)
   - Instructions on building this platform port from source.
 - [Exporting for Android](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_android.html)
   - Instructions on using the compiled export templates to export a project.

+ 1 - 1
platform/ios/README.md

@@ -8,7 +8,7 @@ project template used for packaging the iOS export templates.
 
 ## Documentation
 
-- [Compiling for iOS](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_ios.html)
+- [Compiling for iOS](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_ios.html)
   - Instructions on building this platform port from source.
 - [Exporting for iOS](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_ios.html)
   - Instructions on using the compiled export templates to export a project.

+ 1 - 1
platform/linuxbsd/README.md

@@ -7,7 +7,7 @@ used by this platform.
 
 ## Documentation
 
-- [Compiling for Linux/*BSD](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_linuxbsd.html)
+- [Compiling for Linux/*BSD](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_linuxbsd.html)
   - Instructions on building this platform port from source.
 - [Exporting for Linux/*BSD](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_linux.html)
   - Instructions on using the compiled export templates to export a project.

+ 1 - 1
platform/macos/README.md

@@ -11,7 +11,7 @@ packaging macOS export templates.
 
 ## Documentation
 
-- [Compiling for macOS](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_macos.html)
+- [Compiling for macOS](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_macos.html)
   - Instructions on building this platform port from source.
 - [Exporting for macOS](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_macos.html)
   - Instructions on using the compiled export templates to export a project.

+ 1 - 1
platform/uwp/README.md

@@ -14,7 +14,7 @@ project template used for packaging the UWP export templates.
 
 ## Documentation
 
-- [Compiling for Universal Windows Platform](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_uwp.html)
+- [Compiling for Universal Windows Platform](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_uwp.html)
   - Instructions on building this platform port from source.
 - [Exporting for Universal Windows Platform](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_uwp.html)
   - Instructions on using the compiled export templates to export a project.

+ 1 - 1
platform/web/README.md

@@ -10,7 +10,7 @@ this platform such as the html shell (web page).
 
 ## Documentation
 
-- [Compiling for the Web](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_web.html)
+- [Compiling for the Web](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_web.html)
   - Instructions on building this platform port from source.
 - [Exporting for the Web](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html)
   - Instructions on using the compiled export templates to export a project.

+ 1 - 1
platform/windows/README.md

@@ -7,7 +7,7 @@ used by this platform.
 
 ## Documentation
 
-- [Compiling for Windows](https://docs.godotengine.org/en/latest/development/compiling/compiling_for_windows.html)
+- [Compiling for Windows](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_windows.html)
   - Instructions on building this platform port from source.
 - [Exporting for Windows](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_windows.html)
   - Instructions on using the compiled export templates to export a project.