Browse Source

Fix some URLs to use HTTPS when available

Rémi Verschelde 5 years ago
parent
commit
68eae6b6e9

+ 7 - 7
CHANGELOG.md

@@ -2,7 +2,7 @@
 
 All notable changes to this project will be documented in this file.
 
-The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
+The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
 
 ## [3.2] - YYYY-MM-DD
 
@@ -780,7 +780,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
     - unreachable code after a `return` statement,
     - …
   - Warnings can be disabled in the Project Settings or by writing special comments.
-- [GDScript keyword `class_name` to register scripts as classes.](http://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes)
+- [GDScript keyword `class_name` to register scripts as classes.](https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes)
 - Simple expression language independent from GDScript, used by inspector boxes that accept numeric values.
   - Can also be used in projects.
 - C# projects can now be exported for Windows, Linux, and macOS targets.
@@ -1009,7 +1009,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
 - Rewritten audio engine from scratch.
   - Supports audio routing with arbitrary number of channels, including Area-based audio redirection ([video](https://youtu.be/K2XOBaJ5OQ0)).
   - More than a dozen of audio effects included.
-- Rewritten 3D physics using [Bullet](http://bulletphysics.org/).
+- Rewritten 3D physics using [Bullet](https://bulletphysics.org/).
 - UDP-based high-level networking API using [ENet](http://enet.bespin.org/).
 - IPv6 support for all of the engine's networking APIs.
 - Visual scripting.
@@ -1027,7 +1027,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
   - Setters and getters for node properties.
   - Underscores in number literals are now allowed for improved readability (for example,`1_000_000`).
   - Improved performance (+20% to +40%, based on various benchmarks).
-- [Feature tags](http://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings.
+- [Feature tags](https://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings.
 - Full support for the [glTF 2.0](https://www.khronos.org/gltf/) 3D interchange format.
 - Freelook and fly navigation to the 3D editor.
 - Built-in editor logging (logging standard output to a file), disabled by default.
@@ -1080,7 +1080,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
 - Exporting to Windows now changes the exported project's icon using `rcedit` (requires WINE if exporting from Linux or macOS).
 - Improved build system.
   - Support for compiling using Visual Studio 2017.
-  - [SCons](http://scons.org/) 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work).
+  - [SCons](https://scons.org/) 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work).
   - Link-time optimization can now be enabled by passing `use_lto=yes` to the SCons command line.
     - Produces faster and sometimes smaller binaries.
     - Currently only supported with GCC and MSVC.
@@ -1095,11 +1095,11 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
 - Increased the default 3D editor camera's field of view (55 → 70).
 - Increased the default 3D Camera node's field of view (65 → 70).
 - Changed the default editor font (Droid Sans → [Noto Sans](https://www.google.com/get/noto/)).
-- Changed the default script editor font (Source Code Pro → [Hack](http://sourcefoundry.org/hack/))
+- Changed the default script editor font (Source Code Pro → [Hack](https://sourcefoundry.org/hack/))
 - Renamed `engine.cfg` to `project.godot`.
   - This allows users to open a project by double-clicking the file if Godot is associated to `.godot` files.
 - Some methods from the `OS` singleton were moved to the new `Engine` singleton.
-- Switched from [GLEW](http://glew.sourceforge.net/) to [GLAD](http://glad.dav1d.de/) for OpenGL wrapping.
+- Switched from [GLEW](http://glew.sourceforge.net/) to [GLAD](https://glad.dav1d.de/) for OpenGL wrapping.
 - Changed the SCons build flag for simple logs (`colored=yes` → `verbose=no`).
 - The HTML5 platform now uses WebGL 2.0 (instead of 1.0).
 - Redesigned the Godot logo to be more legible at small sizes.

+ 2 - 2
CONTRIBUTING.md

@@ -80,7 +80,7 @@ In addition to the following tips, also take a look at the
 [Engine development guide](https://docs.godotengine.org/en/latest/development/cpp/)
 for an introduction to developing on Godot.
 
-The [Contributing docs](http://docs.godotengine.org/en/latest/community/contributing/index.html)
+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.
 
 #### Be nice to the git history
@@ -102,7 +102,7 @@ Internet).
 This git style guide has some good practices to have in mind:
 [Git Style Guide](https://github.com/agis-/git-style-guide)
 
-See our [PR workflow](http://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html)
+See our [PR workflow](https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html)
 documentation for tips on using Git, amending commits and rebasing branches.
 
 #### Format your commit logs with readability in mind

+ 1 - 1
doc/classes/ArrayMesh.xml

@@ -24,7 +24,7 @@
 		The [MeshInstance] is ready to be added to the [SceneTree] to be shown.
 	</description>
 	<tutorials>
-		<link>http://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link>
 	</tutorials>
 	<methods>
 		<method name="add_blend_shape">

+ 1 - 1
doc/classes/CharFXTransform.xml

@@ -7,7 +7,7 @@
 		By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
 	</description>
 	<tutorials>
-		<link>http://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
 		<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
 	</tutorials>
 	<methods>

+ 1 - 1
doc/classes/Light2D.xml

@@ -8,7 +8,7 @@
 		[b]Note:[/b] Light2D can also be used as a mask.
 	</description>
 	<tutorials>
-		<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
 	</tutorials>
 	<methods>
 	</methods>

+ 1 - 1
doc/classes/LightOccluder2D.xml

@@ -7,7 +7,7 @@
 		Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
 	</description>
 	<tutorials>
-		<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
 	</tutorials>
 	<methods>
 	</methods>

+ 1 - 1
doc/classes/MeshInstance2D.xml

@@ -7,7 +7,7 @@
 		Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite] via a tool in the editor toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
 	</description>
 	<tutorials>
-		<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
 	</tutorials>
 	<methods>
 	</methods>

+ 2 - 2
doc/classes/MultiMesh.xml

@@ -10,8 +10,8 @@
 		Since instances may have any behavior, the AABB used for visibility must be provided by the user.
 	</description>
 	<tutorials>
-		<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
-		<link>http://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
 	</tutorials>
 	<methods>
 		<method name="get_aabb" qualifiers="const">

+ 3 - 3
doc/classes/MultiMeshInstance.xml

@@ -8,9 +8,9 @@
 		This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands).
 	</description>
 	<tutorials>
-		<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
-		<link>http://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
-		<link>http://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
 	</tutorials>
 	<methods>
 	</methods>

+ 1 - 1
doc/classes/Particles.xml

@@ -8,7 +8,7 @@
 		Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
 	</description>
 	<tutorials>
-		<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
 	</tutorials>
 	<methods>
 		<method name="capture_aabb" qualifiers="const">

+ 1 - 1
doc/classes/RichTextEffect.xml

@@ -13,7 +13,7 @@
 		[b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively.
 	</description>
 	<tutorials>
-		<link>http://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
 		<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
 	</tutorials>
 	<methods>

+ 1 - 1
doc/classes/ShaderMaterial.xml

@@ -7,7 +7,7 @@
 		A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader.
 	</description>
 	<tutorials>
-		<link>http://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
 	</tutorials>
 	<methods>
 		<method name="get_shader_param" qualifiers="const">

+ 1 - 1
doc/classes/Skeleton2D.xml

@@ -6,7 +6,7 @@
 	<description>
 	</description>
 	<tutorials>
-		<link>http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
 	</tutorials>
 	<methods>
 		<method name="get_bone">

+ 1 - 1
doc/classes/VisualServer.xml

@@ -15,7 +15,7 @@
 		In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.
 	</description>
 	<tutorials>
-		<link>http://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link>
 	</tutorials>
 	<methods>
 		<method name="black_bars_set_images">

+ 1 - 1
doc/classes/VisualShaderNodeCustom.xml

@@ -13,7 +13,7 @@
 		[/codeblock]
 	</description>
 	<tutorials>
-		<link>http://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link>
+		<link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link>
 	</tutorials>
 	<methods>
 		<method name="_get_category" qualifiers="virtual">

+ 2 - 1
platform/javascript/http_request.js

@@ -3,9 +3,10 @@
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
-/*                    http://www.godotengine.org                         */
+/*                      https://godotengine.org                          */
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */

+ 3 - 2
platform/javascript/id_handler.js

@@ -3,9 +3,10 @@
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
-/*                    http://www.godotengine.org                         */
+/*                      https://godotengine.org                          */
 /*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */