Browse Source

Update all outdated online documentation links

Yuri Sizov 2 years ago
parent
commit
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.
 account for a PR to be considered for merging.
 
 
 In addition to the following tips, also take a look at the
 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.
 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
 ### 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
 This is to ensure the documentation coverage doesn't decrease as contributions
 are merged.
 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.
 using your compiled binary, then fill in the descriptions.
 Follow the style guide described in the
 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
 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
 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
 Feel free to contribute standalone pull requests to add new tests or improve
 existing tests as well.
 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.
 for information on writing tests in Godot's C++ codebase.
 
 
 ### Be nice to the Git history
 ### Be nice to the Git history
@@ -186,7 +187,7 @@ Internet).
 This [Git style guide](https://github.com/agis-/git-style-guide) has some
 This [Git style guide](https://github.com/agis-/git-style-guide) has some
 good practices to have in mind.
 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.
 documentation for tips on using Git, amending commits and rebasing branches.
 
 
 ### Format your commit messages with readability in mind
 ### Format your commit messages with readability in mind

+ 3 - 3
doc/classes/EditorSettings.xml

@@ -499,7 +499,7 @@
 		</member>
 		</member>
 		<member name="interface/editor/editor_language" type="String" setter="" getter="">
 		<member name="interface/editor/editor_language" type="String" setter="" getter="">
 			The language to use for the editor interface.
 			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=$DOCS_URL/contributing/documentation/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url]
 		</member>
 		</member>
 		<member name="interface/editor/expand_to_title" type="bool" setter="" getter="">
 		<member name="interface/editor/expand_to_title" type="bool" setter="" getter="">
 			Expanding main editor window content to the title, if supported by [DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE].
 			Expanding main editor window content to the title, if supported by [DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE].
@@ -741,7 +741,7 @@
 		</member>
 		</member>
 		<member name="text_editor/behavior/indent/type" type="int" setter="" getter="">
 		<member name="text_editor/behavior/indent/type" type="int" setter="" getter="">
 			The indentation style to use (tabs or spaces).
 			The indentation style to use (tabs or spaces).
-			[b]Note:[/b] The [url=https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation.
+			[b]Note:[/b] The [url=$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>
 		<member name="text_editor/behavior/navigation/drag_and_drop_selection" type="bool" setter="" getter="">
 		<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.
 			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.
 			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>
 		<member name="text_editor/completion/use_single_quotes" type="bool" setter="" getter="">
 		<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>
 		<member name="text_editor/help/class_reference_examples" type="int" setter="" getter="">
 		<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.
 			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>
 	</brief_description>
 	<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.
 		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>
 	</description>
 	<tutorials>
 	<tutorials>
 		<link title="Exporting for the Web: Calling JavaScript from script">$DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link>
 		<link title="Exporting for the Web: Calling JavaScript from script">$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.
 		[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>
 	</description>
 	<tutorials>
 	<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="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>
 		<link title="Object notifications">$DOCS_URL/tutorials/best_practices/godot_notifications.html</link>
 	</tutorials>
 	</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.
 		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>
 	</description>
 	<tutorials>
 	<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>
 	</tutorials>
 </class>
 </class>

+ 1 - 1
editor/editor_help.cpp

@@ -41,7 +41,7 @@
 #include "editor/plugins/script_editor_plugin.h"
 #include "editor/plugins/script_editor_plugin.h"
 #include "scene/gui/line_edit.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;
 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() {
 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) {
 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
 This folder contains all the icons used by Godot editor (except for platform
 icons which are located in their respective platform folder).
 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.
 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.
 and output files.
 
 
 See the
 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.
 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
 ## 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.
   - Instructions on building this platform port from source.
 - [Exporting for Android](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_android.html)
 - [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.
   - 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
 ## 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.
   - Instructions on building this platform port from source.
 - [Exporting for iOS](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_ios.html)
 - [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.
   - 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
 ## 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.
   - Instructions on building this platform port from source.
 - [Exporting for Linux/*BSD](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_linux.html)
 - [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.
   - 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
 ## 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.
   - Instructions on building this platform port from source.
 - [Exporting for macOS](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_macos.html)
 - [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.
   - 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
 ## 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.
   - 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)
 - [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.
   - 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
 ## 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.
   - Instructions on building this platform port from source.
 - [Exporting for the Web](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html)
 - [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.
   - 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
 ## 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.
   - Instructions on building this platform port from source.
 - [Exporting for Windows](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_windows.html)
 - [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.
   - Instructions on using the compiled export templates to export a project.