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Update links to the contributing section of the docs to the appropriate new sections.

(cherry picked from commit 4c0026b0538dd8ec2f49efb56964f541f90bd3b2)
Lukas Tenbrink 2 天之前
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+ 1 - 1
.github/PULL_REQUEST_TEMPLATE.md

@@ -6,5 +6,5 @@ Relevant fixes are cherry-picked for stable branches as needed by maintainers.
 You can mention in the description if the change is compatible with `3.x`.
 You can mention in the description if the change is compatible with `3.x`.
 
 
 To speed up the contribution process and avoid CI errors, please set up pre-commit hooks locally:
 To speed up the contribution process and avoid CI errors, please set up pre-commit hooks locally:
-https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html
+https://contributing.godotengine.org/en/latest/engine/guidelines/code_style.html
 -->
 -->

+ 11 - 11
CONTRIBUTING.md

@@ -3,7 +3,7 @@
 This document summarizes the most important points for people interested in
 This document summarizes the most important points for people interested in
 contributing to Godot, especially via bug reports or pull requests.
 contributing to Godot, especially via bug reports or pull requests.
 
 
-The Godot documentation has a dedicated [Contributing section](https://docs.godotengine.org/en/latest/contributing/ways_to_contribute.html)
+Godot has a dedicated [Contributing documentation](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html)
 which details these points and more, and is a recommended read.
 which details these points and more, and is a recommended read.
 
 
 ## Table of contents
 ## Table of contents
@@ -55,17 +55,17 @@ Similar rules can be applied when contributing bug fixes - it's always best to
 discuss the implementation in the bug report first if you are not 100% about
 discuss the implementation in the bug report first if you are not 100% about
 what would be the best fix.
 what would be the best fix.
 
 
-You can refer to the [Pull request review process](https://docs.godotengine.org/en/latest/contributing/workflow/pr_review_guidelines.html)
+You can refer to the [Pull request review process](https://contributing.godotengine.org/en/latest/organization/pull_requests/review_guidelines.html)
 for insights into the intended lifecycle of pull requests. This should help you
 for insights into the intended lifecycle of pull requests. This should help you
 ensure that your pull request fulfills the requirements.
 ensure that your pull request fulfills the requirements.
 
 
 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/contributing/development/index.html)
+[Engine development guide](https://docs.godotengine.org/en/latest/engine_details/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/contributing/ways_to_contribute.html)
-also have important information on the [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
-(with a helpful guide for Git usage), and our [Code style guidelines](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html)
+The [Contributing docs](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html)
+also have important information on the [PR workflow](https://contributing.godotengine.org/en/latest/organization/pull_requests/creating_pull_requests.html)
+(with a helpful guide for Git usage), and our [Code style guidelines](https://contributing.godotengine.org/en/latest/engine/guidelines/code_style.html)
 which all contributions need to follow.
 which all contributions need to follow.
 
 
 ### Be mindful of your commits
 ### Be mindful of your commits
@@ -84,7 +84,7 @@ stable state, i.e. if your first commit has a bug that you fixed in the second
 commit, try to merge them together before making your pull request. This
 commit, try to merge them together before making your pull request. This
 includes fixing build issues or typos, adding documentation, etc.
 includes fixing build issues or typos, adding documentation, etc.
 
 
-See our [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html)
+See our [PR workflow](https://contributing.godotengine.org/en/latest/organization/pull_requests/creating_pull_requests.html)
 documentation for tips on using Git, amending commits and rebasing branches.
 documentation for tips on using Git, amending commits and rebasing branches.
 
 
 This [Git style guide](https://github.com/agis-/git-style-guide) also has some
 This [Git style guide](https://github.com/agis-/git-style-guide) also has some
@@ -146,10 +146,10 @@ 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 documentation XML files](https://docs.godotengine.org/en/latest/contributing/documentation/updating_the_class_reference.html)
+[Update documentation XML files](https://contributing.godotengine.org/en/latest/documentation/class_reference.html)
 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
-[Documentation writing guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/docs_writing_guidelines.html).
+[Documentation writing guidelines](https://contributing.godotengine.org/en/latest/documentation/guidelines/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
@@ -175,7 +175,7 @@ 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/contributing/development/core_and_modules/unit_testing.html)
+See [Unit testing](https://contributing.godotengine.org/en/latest/engine/unit_tests.html)
 for information on writing tests in Godot's C++ codebase.
 for information on writing tests in Godot's C++ codebase.
 
 
 ## Contributing to Godot translations
 ## Contributing to Godot translations
@@ -183,7 +183,7 @@ for information on writing tests in Godot's C++ codebase.
 You can contribute to Godot translations on [Hosted Weblate](https://hosted.weblate.org/projects/godot-engine/),
 You can contribute to Godot translations on [Hosted Weblate](https://hosted.weblate.org/projects/godot-engine/),
 an open source and web-based translation platform.
 an open source and web-based translation platform.
 
 
-Please refer to our [editor and documentation localization guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/editor_and_docs_localization.html)
+Please refer to our [editor and documentation localization guidelines](https://contributing.godotengine.org/en/latest/documentation/translation/index.html)
 for an overview of the translation resources and what they correspond to.
 for an overview of the translation resources and what they correspond to.
 
 
 ## Communicating with developers
 ## Communicating with developers

+ 1 - 1
README.md

@@ -42,7 +42,7 @@ Official binaries for the Godot editor and the export templates can be found
 
 
 ### Compiling from source
 ### Compiling from source
 
 
-[See the official docs](https://docs.godotengine.org/en/latest/contributing/development/compiling)
+[See the official docs](https://docs.godotengine.org/en/latest/engine_details/development/compiling)
 for compilation instructions for every supported platform.
 for compilation instructions for every supported platform.
 
 
 ## Community and contributing
 ## Community and contributing

+ 1 - 1
doc/classes/ResourceImporterTexture.xml

@@ -48,7 +48,7 @@
 			Changing this import option only has an effect if a texture is detected as being used in 3D. Changing this to [b]Disabled[/b] then reimporting will not change the existing compress mode on a texture (if it's detected to be used in 3D), but choosing [b]VRAM Compressed[/b] or [b]Basis Universal[/b] will.
 			Changing this import option only has an effect if a texture is detected as being used in 3D. Changing this to [b]Disabled[/b] then reimporting will not change the existing compress mode on a texture (if it's detected to be used in 3D), but choosing [b]VRAM Compressed[/b] or [b]Basis Universal[/b] will.
 		</member>
 		</member>
 		<member name="editor/convert_colors_with_editor_theme" type="bool" setter="" getter="" default="false">
 		<member name="editor/convert_colors_with_editor_theme" type="bool" setter="" getter="" default="false">
-			If [code]true[/code], converts the imported image's colors to match [member EditorSettings.interface/theme/icon_and_font_color]. This assumes the image uses the exact same colors as [url=$DOCS_URL/contributing/development/editor/creating_icons.html]Godot's own color palette for editor icons[/url], with the source file designed for a dark editor theme. This should be enabled for editor plugin icons and custom class icons, but should be left disabled otherwise.
+			If [code]true[/code], converts the imported image's colors to match [member EditorSettings.interface/theme/icon_and_font_color]. This assumes the image uses the exact same colors as [url=$DOCS_URL/engine_details/editor/creating_icons.html]Godot's own color palette for editor icons[/url], with the source file designed for a dark editor theme. This should be enabled for editor plugin icons and custom class icons, but should be left disabled otherwise.
 			[b]Note:[/b] Only available for SVG images.
 			[b]Note:[/b] Only available for SVG images.
 		</member>
 		</member>
 		<member name="editor/scale_with_editor_scale" type="bool" setter="" getter="" default="false">
 		<member name="editor/scale_with_editor_scale" type="bool" setter="" getter="" default="false">

+ 1 - 1
doc/classes/Variant.xml

@@ -80,6 +80,6 @@
 		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 introduction">$DOCS_URL/engine_details/development/core_and_modules/variant_class.html</link>
+		<link title="Variant class introduction">$DOCS_URL/engine_details/architecture/variant_class.html</link>
 	</tutorials>
 	</tutorials>
 </class>
 </class>

+ 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/contributing/development/editor/creating_icons.html)
+See [Editor icons](https://docs.godotengine.org/en/latest/engine_details/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/contributing/development/core_and_modules/unit_testing.html#integration-tests-for-gdscript)
+[Integration tests for GDScript documentation](https://docs.godotengine.org/en/latest/engine_details/architecture/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/contributing/development/compiling/compiling_for_android.html)
+- [Compiling for Android](https://docs.godotengine.org/en/latest/engine_details/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/contributing/development/compiling/compiling_for_ios.html)
+- [Compiling for iOS](https://docs.godotengine.org/en/latest/engine_details/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/contributing/development/compiling/compiling_for_linuxbsd.html)
+- [Compiling for Linux/*BSD](https://docs.godotengine.org/en/latest/engine_details/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/contributing/development/compiling/compiling_for_macos.html)
+- [Compiling for macOS](https://docs.godotengine.org/en/latest/engine_details/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/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/contributing/development/compiling/compiling_for_web.html)
+- [Compiling for the Web](https://docs.godotengine.org/en/latest/engine_details/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/contributing/development/compiling/compiling_for_windows.html)
+- [Compiling for Windows](https://docs.godotengine.org/en/latest/engine_details/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.