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Merge pull request #51574 from akien-mga/3.x-cherrypicks

Cherry-picks for the 3.x branch (future 3.4) - 15th batch
Rémi Verschelde 4 yıl önce
ebeveyn
işleme
b2cc3e1976
100 değiştirilmiş dosya ile 159 ekleme ve 131 silme
  1. 17 7
      SConstruct
  2. 1 1
      core/bind/core_bind.cpp
  3. 0 2
      core/resource.h
  4. 3 3
      doc/classes/AABB.xml
  5. 1 1
      doc/classes/ARVRCamera.xml
  6. 1 1
      doc/classes/ARVRController.xml
  7. 1 1
      doc/classes/ARVRInterface.xml
  8. 1 1
      doc/classes/ARVROrigin.xml
  9. 1 1
      doc/classes/ARVRPositionalTracker.xml
  10. 1 1
      doc/classes/ARVRServer.xml
  11. 1 1
      doc/classes/AnimatedSprite.xml
  12. 1 1
      doc/classes/AnimatedSprite3D.xml
  13. 1 1
      doc/classes/Animation.xml
  14. 1 1
      doc/classes/AnimationNode.xml
  15. 1 1
      doc/classes/AnimationNodeAdd2.xml
  16. 1 1
      doc/classes/AnimationNodeAdd3.xml
  17. 1 1
      doc/classes/AnimationNodeAnimation.xml
  18. 1 1
      doc/classes/AnimationNodeBlend2.xml
  19. 1 1
      doc/classes/AnimationNodeBlend3.xml
  20. 1 1
      doc/classes/AnimationNodeBlendSpace1D.xml
  21. 1 1
      doc/classes/AnimationNodeBlendSpace2D.xml
  22. 1 1
      doc/classes/AnimationNodeBlendTree.xml
  23. 1 1
      doc/classes/AnimationNodeOneShot.xml
  24. 1 1
      doc/classes/AnimationNodeOutput.xml
  25. 1 1
      doc/classes/AnimationNodeStateMachine.xml
  26. 1 1
      doc/classes/AnimationNodeStateMachinePlayback.xml
  27. 2 2
      doc/classes/AnimationNodeStateMachineTransition.xml
  28. 1 1
      doc/classes/AnimationNodeTimeScale.xml
  29. 1 1
      doc/classes/AnimationNodeTimeSeek.xml
  30. 1 1
      doc/classes/AnimationNodeTransition.xml
  31. 2 2
      doc/classes/AnimationPlayer.xml
  32. 1 1
      doc/classes/AnimationTree.xml
  33. 1 1
      doc/classes/AnimationTreePlayer.xml
  34. 1 1
      doc/classes/Area2D.xml
  35. 1 1
      doc/classes/ArrayMesh.xml
  36. 1 1
      doc/classes/AudioEffectDistortion.xml
  37. 1 1
      doc/classes/AudioEffectFilter.xml
  38. 1 1
      doc/classes/AudioEffectHighShelfFilter.xml
  39. 1 1
      doc/classes/AudioEffectLowShelfFilter.xml
  40. 1 1
      doc/classes/AudioEffectRecord.xml
  41. 1 1
      doc/classes/AudioServer.xml
  42. 1 1
      doc/classes/AudioStream.xml
  43. 1 1
      doc/classes/AudioStreamPlayer.xml
  44. 1 1
      doc/classes/AudioStreamPlayer2D.xml
  45. 1 1
      doc/classes/AudioStreamPlayer3D.xml
  46. 1 1
      doc/classes/BakedLightmap.xml
  47. 3 3
      doc/classes/Basis.xml
  48. 1 1
      doc/classes/CPUParticles2D.xml
  49. 2 2
      doc/classes/CanvasItem.xml
  50. 2 2
      doc/classes/CanvasLayer.xml
  51. 1 1
      doc/classes/CharFXTransform.xml
  52. 1 1
      doc/classes/ClippedCamera.xml
  53. 1 1
      doc/classes/CollisionShape.xml
  54. 1 1
      doc/classes/CollisionShape2D.xml
  55. 4 4
      doc/classes/Control.xml
  56. 1 1
      doc/classes/Dictionary.xml
  57. 1 1
      doc/classes/DirectionalLight.xml
  58. 1 1
      doc/classes/Directory.xml
  59. 1 1
      doc/classes/EditorImportPlugin.xml
  60. 1 1
      doc/classes/EditorInspectorPlugin.xml
  61. 1 1
      doc/classes/EditorPlugin.xml
  62. 1 1
      doc/classes/EditorScenePostImport.xml
  63. 1 1
      doc/classes/EditorSpatialGizmoPlugin.xml
  64. 1 1
      doc/classes/Engine.xml
  65. 2 2
      doc/classes/Environment.xml
  66. 2 2
      doc/classes/File.xml
  67. 1 1
      doc/classes/GIProbe.xml
  68. 3 2
      doc/classes/HTTPClient.xml
  69. 3 4
      doc/classes/HTTPRequest.xml
  70. 2 2
      doc/classes/Image.xml
  71. 1 1
      doc/classes/ImageTexture.xml
  72. 1 1
      doc/classes/Input.xml
  73. 2 2
      doc/classes/InputEvent.xml
  74. 1 1
      doc/classes/InputEventAction.xml
  75. 1 1
      doc/classes/InputEventJoypadButton.xml
  76. 1 1
      doc/classes/InputEventJoypadMotion.xml
  77. 1 1
      doc/classes/InputEventKey.xml
  78. 1 1
      doc/classes/InputEventMouse.xml
  79. 1 1
      doc/classes/InputEventMouseButton.xml
  80. 1 1
      doc/classes/InputEventMouseMotion.xml
  81. 1 1
      doc/classes/InputEventScreenDrag.xml
  82. 1 1
      doc/classes/InputEventScreenTouch.xml
  83. 1 1
      doc/classes/InputEventWithModifiers.xml
  84. 1 1
      doc/classes/InputMap.xml
  85. 20 0
      doc/classes/JSONRPC.xml
  86. 2 2
      doc/classes/JavaScript.xml
  87. 1 1
      doc/classes/KinematicBody.xml
  88. 2 2
      doc/classes/KinematicBody2D.xml
  89. 1 1
      doc/classes/Light.xml
  90. 1 1
      doc/classes/Light2D.xml
  91. 1 1
      doc/classes/LightOccluder2D.xml
  92. 1 1
      doc/classes/MeshInstance2D.xml
  93. 2 2
      doc/classes/MultiMesh.xml
  94. 3 3
      doc/classes/MultiMeshInstance.xml
  95. 1 1
      doc/classes/Mutex.xml
  96. 1 1
      doc/classes/NetworkedMultiplayerPeer.xml
  97. 1 1
      doc/classes/Node.xml
  98. 1 1
      doc/classes/Node2D.xml
  99. 1 1
      doc/classes/OS.xml
  100. 2 2
      doc/classes/Object.xml

+ 17 - 7
SConstruct

@@ -198,7 +198,13 @@ elif env_base["p"] != "":
     selected_platform = env_base["p"]
     selected_platform = env_base["p"]
 else:
 else:
     # Missing `platform` argument, try to detect platform automatically
     # Missing `platform` argument, try to detect platform automatically
-    if sys.platform.startswith("linux"):
+    if (
+        sys.platform.startswith("linux")
+        or sys.platform.startswith("dragonfly")
+        or sys.platform.startswith("freebsd")
+        or sys.platform.startswith("netbsd")
+        or sys.platform.startswith("openbsd")
+    ):
         selected_platform = "x11"
         selected_platform = "x11"
     elif sys.platform == "darwin":
     elif sys.platform == "darwin":
         selected_platform = "osx"
         selected_platform = "osx"
@@ -425,17 +431,21 @@ if selected_platform in platform_list:
     else:  # GCC, Clang
     else:  # GCC, Clang
         version = methods.get_compiler_version(env) or [-1, -1]
         version = methods.get_compiler_version(env) or [-1, -1]
 
 
-        gcc_common_warnings = []
+        common_warnings = []
 
 
         if methods.using_gcc(env):
         if methods.using_gcc(env):
-            gcc_common_warnings += ["-Wno-misleading-indentation"]
+            common_warnings += ["-Wno-misleading-indentation"]
             if version[0] >= 7:
             if version[0] >= 7:
-                gcc_common_warnings += ["-Wshadow-local"]
+                common_warnings += ["-Wshadow-local"]
+        elif methods.using_clang(env) or methods.using_emcc(env):
+            # We often implement `operator<` for structs of pointers as a requirement
+            # for putting them in `Set` or `Map`. We don't mind about unreliable ordering.
+            common_warnings += ["-Wno-ordered-compare-function-pointers"]
 
 
         if env["warnings"] == "extra":
         if env["warnings"] == "extra":
             # Note: enable -Wimplicit-fallthrough for Clang (already part of -Wextra for GCC)
             # Note: enable -Wimplicit-fallthrough for Clang (already part of -Wextra for GCC)
             # once we switch to C++11 or later (necessary for our FALLTHROUGH macro).
             # once we switch to C++11 or later (necessary for our FALLTHROUGH macro).
-            env.Append(CCFLAGS=["-Wall", "-Wextra", "-Wwrite-strings", "-Wno-unused-parameter"] + gcc_common_warnings)
+            env.Append(CCFLAGS=["-Wall", "-Wextra", "-Wwrite-strings", "-Wno-unused-parameter"] + common_warnings)
             env.Append(CXXFLAGS=["-Wctor-dtor-privacy", "-Wnon-virtual-dtor"])
             env.Append(CXXFLAGS=["-Wctor-dtor-privacy", "-Wnon-virtual-dtor"])
             if methods.using_gcc(env):
             if methods.using_gcc(env):
                 env.Append(
                 env.Append(
@@ -451,9 +461,9 @@ if selected_platform in platform_list:
                 if version[0] >= 9:
                 if version[0] >= 9:
                     env.Append(CCFLAGS=["-Wattribute-alias=2"])
                     env.Append(CCFLAGS=["-Wattribute-alias=2"])
         elif env["warnings"] == "all":
         elif env["warnings"] == "all":
-            env.Append(CCFLAGS=["-Wall"] + gcc_common_warnings)
+            env.Append(CCFLAGS=["-Wall"] + common_warnings)
         elif env["warnings"] == "moderate":
         elif env["warnings"] == "moderate":
-            env.Append(CCFLAGS=["-Wall", "-Wno-unused"] + gcc_common_warnings)
+            env.Append(CCFLAGS=["-Wall", "-Wno-unused"] + common_warnings)
         else:  # 'no'
         else:  # 'no'
             env.Append(CCFLAGS=["-w"])
             env.Append(CCFLAGS=["-w"])
 
 

+ 1 - 1
core/bind/core_bind.cpp

@@ -2643,7 +2643,7 @@ void _Thread::_start_func(void *ud) {
 			target_param_count = method->get_argument_count();
 			target_param_count = method->get_argument_count();
 			target_default_arg_count = method->get_default_argument_count();
 			target_default_arg_count = method->get_default_argument_count();
 		}
 		}
-		if (target_param_count >= 1 && target_default_arg_count == target_param_count) {
+		if (target_param_count >= 1 && target_default_arg_count < target_param_count) {
 			argc = 1;
 			argc = 1;
 		}
 		}
 	}
 	}

+ 0 - 2
core/resource.h

@@ -59,8 +59,6 @@ class Resource : public Reference {
 	String path_cache;
 	String path_cache;
 	int subindex;
 	int subindex;
 
 
-	virtual bool _use_builtin_script() const { return true; }
-
 #ifdef TOOLS_ENABLED
 #ifdef TOOLS_ENABLED
 	uint64_t last_modified_time;
 	uint64_t last_modified_time;
 	uint64_t import_last_modified_time;
 	uint64_t import_last_modified_time;

+ 3 - 3
doc/classes/AABB.xml

@@ -9,9 +9,9 @@
 		[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates.
 		[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Math tutorial index">https://docs.godotengine.org/en/3.3/tutorials/math/index.html</link>
-		<link title="Vector math">https://docs.godotengine.org/en/3.3/tutorials/math/vector_math.html</link>
-		<link title="Advanced vector math">https://docs.godotengine.org/en/3.3/tutorials/math/vectors_advanced.html</link>
+		<link title="Math tutorial index">https://docs.godotengine.org/en/3.4/tutorials/math/index.html</link>
+		<link title="Vector math">https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html</link>
+		<link title="Advanced vector math">https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="AABB">
 		<method name="AABB">

+ 1 - 1
doc/classes/ARVRCamera.xml

@@ -8,7 +8,7 @@
 		The position and orientation of this node is automatically updated by the ARVR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the ARVR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the ARVRCamera can lag a few milliseconds behind what is used for rendering as a result.
 		The position and orientation of this node is automatically updated by the ARVR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the ARVR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the ARVRCamera can lag a few milliseconds behind what is used for rendering as a result.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/vr/index.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/ARVRController.xml

@@ -9,7 +9,7 @@
 		The position of the controller node is automatically updated by the [ARVRServer]. This makes this node ideal to add child nodes to visualize the controller.
 		The position of the controller node is automatically updated by the [ARVRServer]. This makes this node ideal to add child nodes to visualize the controller.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/vr/index.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="get_controller_name" qualifiers="const">
 		<method name="get_controller_name" qualifiers="const">

+ 1 - 1
doc/classes/ARVRInterface.xml

@@ -8,7 +8,7 @@
 		Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [ARVRServer].
 		Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [ARVRServer].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/vr/index.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="get_camera_feed_id">
 		<method name="get_camera_feed_id">

+ 1 - 1
doc/classes/ARVROrigin.xml

@@ -10,7 +10,7 @@
 		For example, if your character is driving a car, the ARVROrigin node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
 		For example, if your character is driving a car, the ARVROrigin node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/vr/index.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/ARVRPositionalTracker.xml

@@ -9,7 +9,7 @@
 		The [ARVRController] and [ARVRAnchor] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them.
 		The [ARVRController] and [ARVRAnchor] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/vr/index.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="get_hand" qualifiers="const">
 		<method name="get_hand" qualifiers="const">

+ 1 - 1
doc/classes/ARVRServer.xml

@@ -7,7 +7,7 @@
 		The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
 		The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/vr/index.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/vr/index.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="add_interface">
 		<method name="add_interface">

+ 1 - 1
doc/classes/AnimatedSprite.xml

@@ -8,7 +8,7 @@
 		[b]Note:[/b] You can associate a set of normal maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] suffix. For example, having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/code] will make it so the [code]run[/code] animation uses the normal map.
 		[b]Note:[/b] You can associate a set of normal maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] suffix. For example, having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/code] will make it so the [code]run[/code] animation uses the normal map.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="2D Sprite animation">https://docs.godotengine.org/en/3.3/tutorials/2d/2d_sprite_animation.html</link>
+		<link title="2D Sprite animation">https://docs.godotengine.org/en/3.4/tutorials/2d/2d_sprite_animation.html</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/AnimatedSprite3D.xml

@@ -7,7 +7,7 @@
 		Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
 		Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="2D Sprite animation (also applies to 3D)">https://docs.godotengine.org/en/3.3/tutorials/2d/2d_sprite_animation.html</link>
+		<link title="2D Sprite animation (also applies to 3D)">https://docs.godotengine.org/en/3.4/tutorials/2d/2d_sprite_animation.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="is_playing" qualifiers="const">
 		<method name="is_playing" qualifiers="const">

+ 1 - 1
doc/classes/Animation.xml

@@ -17,7 +17,7 @@
 		Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types.
 		Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/animation/index.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/animation/index.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="add_track">
 		<method name="add_track">

+ 1 - 1
doc/classes/AnimationNode.xml

@@ -8,7 +8,7 @@
 	Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
 	Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="add_input">
 		<method name="add_input">

+ 1 - 1
doc/classes/AnimationNodeAdd2.xml

@@ -7,7 +7,7 @@
 		A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range.
 		A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/AnimationNodeAdd3.xml

@@ -11,7 +11,7 @@
 		- A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
 		- A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link title="AnimationTree">https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/AnimationNodeAnimation.xml

@@ -7,7 +7,7 @@
 		A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together.
 		A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link title="AnimationTree">https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 	</tutorials>
 	</tutorials>

+ 1 - 1
doc/classes/AnimationNodeBlend2.xml

@@ -7,7 +7,7 @@
 		A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range.
 		A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link title="AnimationTree">https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 	</tutorials>
 	</tutorials>

+ 1 - 1
doc/classes/AnimationNodeBlend3.xml

@@ -11,7 +11,7 @@
 		- A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
 		- A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/AnimationNodeBlendSpace1D.xml

@@ -10,7 +10,7 @@
 		You can set the extents of the axis using the [member min_space] and [member max_space].
 		You can set the extents of the axis using the [member min_space] and [member max_space].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="add_blend_point">
 		<method name="add_blend_point">

+ 1 - 1
doc/classes/AnimationNodeBlendSpace2D.xml

@@ -9,7 +9,7 @@
 		You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand.
 		You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link title="AnimationTree">https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/AnimationNodeBlendTree.xml

@@ -7,7 +7,7 @@
 		This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots.
 		This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="add_node">
 		<method name="add_node">

+ 1 - 1
doc/classes/AnimationNodeOneShot.xml

@@ -7,7 +7,7 @@
 		A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.
 		A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link title="AnimationTree">https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/AnimationNodeOutput.xml

@@ -6,7 +6,7 @@
 	<description>
 	<description>
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link title="AnimationTree">https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 	</tutorials>
 	</tutorials>

+ 1 - 1
doc/classes/AnimationNodeStateMachine.xml

@@ -12,7 +12,7 @@
 		[/codeblock]
 		[/codeblock]
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="add_node">
 		<method name="add_node">

+ 1 - 1
doc/classes/AnimationNodeStateMachinePlayback.xml

@@ -12,7 +12,7 @@
 		[/codeblock]
 		[/codeblock]
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="get_current_length" qualifiers="const">
 		<method name="get_current_length" qualifiers="const">

+ 2 - 2
doc/classes/AnimationNodeStateMachineTransition.xml

@@ -5,13 +5,13 @@
 	<description>
 	<description>
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>
 	<members>
 	<members>
 		<member name="advance_condition" type="String" setter="set_advance_condition" getter="get_advance_condition" default="&quot;&quot;">
 		<member name="advance_condition" type="String" setter="set_advance_condition" getter="get_advance_condition" default="&quot;&quot;">
-			Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
+			Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
 			[codeblock]
 			[codeblock]
 			$animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0)
 			$animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0)
 			[/codeblock]
 			[/codeblock]

+ 1 - 1
doc/classes/AnimationNodeTimeScale.xml

@@ -7,7 +7,7 @@
 		Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation.
 		Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link title="AnimationTree">https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/AnimationNodeTimeSeek.xml

@@ -18,7 +18,7 @@
 		[/codeblock]
 		[/codeblock]
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/AnimationNodeTransition.xml

@@ -7,7 +7,7 @@
 		Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified.
 		Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link title="AnimationTree">https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 	</tutorials>
 	</tutorials>

+ 2 - 2
doc/classes/AnimationPlayer.xml

@@ -9,8 +9,8 @@
 		Updating the target properties of animations occurs at process time.
 		Updating the target properties of animations occurs at process time.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Animation tutorial index">https://docs.godotengine.org/en/3.3/tutorials/animation/index.html</link>
-		<link title="2D Sprite animation">https://docs.godotengine.org/en/3.3/tutorials/2d/2d_sprite_animation.html</link>
+		<link title="Animation tutorial index">https://docs.godotengine.org/en/3.4/tutorials/animation/index.html</link>
+		<link title="2D Sprite animation">https://docs.godotengine.org/en/3.4/tutorials/2d/2d_sprite_animation.html</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/AnimationTree.xml

@@ -7,7 +7,7 @@
 		Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
 		Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Using AnimationTree">https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link title="Using AnimationTree">https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/AnimationTreePlayer.xml

@@ -9,7 +9,7 @@
 		See [AnimationTree] for a more full-featured replacement of this node.
 		See [AnimationTree] for a more full-featured replacement of this node.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/animation/animation_tree.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="add_node">
 		<method name="add_node">

+ 1 - 1
doc/classes/Area2D.xml

@@ -7,7 +7,7 @@
 		2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus.
 		2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Using Area2D">https://docs.godotengine.org/en/3.3/tutorials/physics/using_area_2d.html</link>
+		<link title="Using Area2D">https://docs.godotengine.org/en/3.4/tutorials/physics/using_area_2d.html</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 		<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
 		<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
 		<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
 		<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>

+ 1 - 1
doc/classes/ArrayMesh.xml

@@ -26,7 +26,7 @@
 		[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
 		[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/content/procedural_geometry/arraymesh.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/content/procedural_geometry/arraymesh.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="add_blend_shape">
 		<method name="add_blend_shape">

+ 1 - 1
doc/classes/AudioEffectDistortion.xml

@@ -9,7 +9,7 @@
 		By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
 		By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Audio buses">https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html</link>
+		<link title="Audio buses">https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/AudioEffectFilter.xml

@@ -7,7 +7,7 @@
 		Allows frequencies other than the [member cutoff_hz] to pass.
 		Allows frequencies other than the [member cutoff_hz] to pass.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Audio buses">https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html</link>
+		<link title="Audio buses">https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/AudioEffectHighShelfFilter.xml

@@ -6,7 +6,7 @@
 	<description>
 	<description>
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Audio buses">https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html</link>
+		<link title="Audio buses">https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/AudioEffectLowShelfFilter.xml

@@ -6,7 +6,7 @@
 	<description>
 	<description>
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Audio buses">https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html</link>
+		<link title="Audio buses">https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/AudioEffectRecord.xml

@@ -7,7 +7,7 @@
 		Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample.
 		Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Recording with microphone">https://docs.godotengine.org/en/3.3/tutorials/audio/recording_with_microphone.html</link>
+		<link title="Recording with microphone">https://docs.godotengine.org/en/3.4/tutorials/audio/recording_with_microphone.html</link>
 		<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
 		<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/AudioServer.xml

@@ -7,7 +7,7 @@
 		[AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface.
 		[AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Audio buses">https://docs.godotengine.org/en/3.3/tutorials/audio/audio_buses.html</link>
+		<link title="Audio buses">https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html</link>
 		<link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link>
 		<link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link>
 		<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
 		<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
 		<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>
 		<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>

+ 1 - 1
doc/classes/AudioStream.xml

@@ -7,7 +7,7 @@
 		Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats.
 		Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Audio streams">https://docs.godotengine.org/en/3.3/tutorials/audio/audio_streams.html</link>
+		<link title="Audio streams">https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html</link>
 		<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
 		<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
 		<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
 		<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
 		<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>
 		<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>

+ 1 - 1
doc/classes/AudioStreamPlayer.xml

@@ -8,7 +8,7 @@
 		To play audio positionally, use [AudioStreamPlayer2D] or [AudioStreamPlayer3D] instead of [AudioStreamPlayer].
 		To play audio positionally, use [AudioStreamPlayer2D] or [AudioStreamPlayer3D] instead of [AudioStreamPlayer].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Audio streams">https://docs.godotengine.org/en/3.3/tutorials/audio/audio_streams.html</link>
+		<link title="Audio streams">https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 		<link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link>
 		<link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link>
 		<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
 		<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>

+ 1 - 1
doc/classes/AudioStreamPlayer2D.xml

@@ -9,7 +9,7 @@
 		[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
 		[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/audio/audio_streams.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="get_playback_position">
 		<method name="get_playback_position">

+ 1 - 1
doc/classes/AudioStreamPlayer3D.xml

@@ -10,7 +10,7 @@
 		[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
 		[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/audio/audio_streams.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="get_playback_position">
 		<method name="get_playback_position">

+ 1 - 1
doc/classes/BakedLightmap.xml

@@ -8,7 +8,7 @@
 		[b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.
 		[b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/3d/baked_lightmaps.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/3d/baked_lightmaps.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="bake">
 		<method name="bake">

+ 3 - 3
doc/classes/Basis.xml

@@ -10,9 +10,9 @@
 		For more information, read the "Matrices and transforms" documentation article.
 		For more information, read the "Matrices and transforms" documentation article.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Math tutorial index">https://docs.godotengine.org/en/3.3/tutorials/math/index.html</link>
-		<link title="Matrices and transforms">https://docs.godotengine.org/en/3.3/tutorials/math/matrices_and_transforms.html</link>
-		<link title="Using 3D transforms">https://docs.godotengine.org/en/3.3/tutorials/3d/using_transforms.html</link>
+		<link title="Math tutorial index">https://docs.godotengine.org/en/3.4/tutorials/math/index.html</link>
+		<link title="Matrices and transforms">https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms.html</link>
+		<link title="Using 3D transforms">https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms.html</link>
 		<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
 		<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>

+ 1 - 1
doc/classes/CPUParticles2D.xml

@@ -9,7 +9,7 @@
 		[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-fly and doesn't need to be configured by the user.
 		[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-fly and doesn't need to be configured by the user.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/2d/particle_systems_2d.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/2d/particle_systems_2d.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="convert_from_particles">
 		<method name="convert_from_particles">

+ 2 - 2
doc/classes/CanvasItem.xml

@@ -12,8 +12,8 @@
 		[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
 		[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/3.3/tutorials/2d/2d_transforms.html</link>
-		<link title="Custom drawing in 2D">https://docs.godotengine.org/en/3.3/tutorials/2d/custom_drawing_in_2d.html</link>
+		<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html</link>
+		<link title="Custom drawing in 2D">https://docs.godotengine.org/en/3.4/tutorials/2d/custom_drawing_in_2d.html</link>
 		<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>
 		<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 2 - 2
doc/classes/CanvasLayer.xml

@@ -7,8 +7,8 @@
 		Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below).
 		Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below).
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/3.3/tutorials/2d/2d_transforms.html</link>
-		<link title="Canvas layers">https://docs.godotengine.org/en/3.3/tutorials/2d/canvas_layers.html</link>
+		<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html</link>
+		<link title="Canvas layers">https://docs.godotengine.org/en/3.4/tutorials/2d/canvas_layers.html</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 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].
 		By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/gui/bbcode_in_richtextlabel.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/gui/bbcode_in_richtextlabel.html</link>
 		<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
 		<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/ClippedCamera.xml

@@ -75,7 +75,7 @@
 			If [code]true[/code], the camera stops on contact with [PhysicsBody]s.
 			If [code]true[/code], the camera stops on contact with [PhysicsBody]s.
 		</member>
 		</member>
 		<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
 		<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
-			The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+			The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
 		</member>
 		</member>
 		<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
 		<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
 			The camera's collision margin. The camera can't get closer than this distance to a colliding object.
 			The camera's collision margin. The camera can't get closer than this distance to a colliding object.

+ 1 - 1
doc/classes/CollisionShape.xml

@@ -7,7 +7,7 @@
 		Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject.shape_owner_get_shape] to get the actual shape.
 		Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject.shape_owner_get_shape] to get the actual shape.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Physics introduction">https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html</link>
+		<link title="Physics introduction">https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html</link>
 		<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
 		<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>

+ 1 - 1
doc/classes/CollisionShape2D.xml

@@ -7,7 +7,7 @@
 		Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape.
 		Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Physics introduction">https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html</link>
+		<link title="Physics introduction">https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 		<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
 		<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
 		<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
 		<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>

+ 4 - 4
doc/classes/Control.xml

@@ -14,9 +14,9 @@
 		[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use [method get_color], [method get_constant], [method get_font], [method get_icon], [method get_stylebox], and the [code]add_*_override[/code] methods provided by this class.
 		[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use [method get_color], [method get_constant], [method get_font], [method get_icon], [method get_stylebox], and the [code]add_*_override[/code] methods provided by this class.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="GUI tutorial index">https://docs.godotengine.org/en/3.3/tutorials/gui/index.html</link>
-		<link title="Custom drawing in 2D">https://docs.godotengine.org/en/3.3/tutorials/2d/custom_drawing_in_2d.html</link>
-		<link title="Control node gallery">https://docs.godotengine.org/en/3.3/tutorials/gui/control_node_gallery.html</link>
+		<link title="GUI tutorial index">https://docs.godotengine.org/en/3.4/tutorials/gui/index.html</link>
+		<link title="Custom drawing in 2D">https://docs.godotengine.org/en/3.4/tutorials/2d/custom_drawing_in_2d.html</link>
+		<link title="Control node gallery">https://docs.godotengine.org/en/3.4/tutorials/gui/control_node_gallery.html</link>
 		<link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link>
 		<link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
@@ -782,7 +782,7 @@
 		</member>
 		</member>
 		<member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2( 1, 1 )">
 		<member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2( 1, 1 )">
 			The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value.
 			The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value.
-			[b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/3.3/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
+			[b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/3.4/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
 			[b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property.
 			[b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property.
 		</member>
 		</member>
 		<member name="rect_size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2( 0, 0 )">
 		<member name="rect_size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2( 0, 0 )">

+ 1 - 1
doc/classes/Dictionary.xml

@@ -84,7 +84,7 @@
 		[b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized.
 		[b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/3.3/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link>
+		<link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
 		<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
 		<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
 	</tutorials>
 	</tutorials>

+ 1 - 1
doc/classes/DirectionalLight.xml

@@ -7,7 +7,7 @@
 		A directional light is a type of [Light] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored. Only the basis is used to determine light direction.
 		A directional light is a type of [Light] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored. Only the basis is used to determine light direction.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/3d/lights_and_shadows.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/3d/lights_and_shadows.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/Directory.xml

@@ -25,7 +25,7 @@
 		[/codeblock]
 		[/codeblock]
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/getting_started/step_by_step/filesystem.html</link>
+		<link>https://docs.godotengine.org/en/3.4/getting_started/step_by_step/filesystem.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="change_dir">
 		<method name="change_dir">

+ 1 - 1
doc/classes/EditorImportPlugin.xml

@@ -48,7 +48,7 @@
 		[/codeblock]
 		[/codeblock]
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/import_plugins.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/import_plugins.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="get_import_options" qualifiers="virtual">
 		<method name="get_import_options" qualifiers="virtual">

+ 1 - 1
doc/classes/EditorInspectorPlugin.xml

@@ -13,7 +13,7 @@
 		On each of these calls, the "add" functions can be called.
 		On each of these calls, the "add" functions can be called.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Inspector plugins">https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/inspector_plugins.html</link>
+		<link title="Inspector plugins">https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/inspector_plugins.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="add_custom_control">
 		<method name="add_custom_control">

+ 1 - 1
doc/classes/EditorPlugin.xml

@@ -7,7 +7,7 @@
 		Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor.
 		Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/index.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/index.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="add_autoload_singleton">
 		<method name="add_autoload_singleton">

+ 1 - 1
doc/classes/EditorScenePostImport.xml

@@ -26,7 +26,7 @@
 		[/codeblock]
 		[/codeblock]
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
+		<link>https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="get_source_file" qualifiers="const">
 		<method name="get_source_file" qualifiers="const">

+ 1 - 1
doc/classes/EditorSpatialGizmoPlugin.xml

@@ -7,7 +7,7 @@
 		EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the documentation for more info.
 		EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the documentation for more info.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/plugins/editor/spatial_gizmos.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/spatial_gizmos.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="add_material">
 		<method name="add_material">

+ 1 - 1
doc/classes/Engine.xml

@@ -134,7 +134,7 @@
 			else:
 			else:
 			    simulate_physics()
 			    simulate_physics()
 			[/codeblock]
 			[/codeblock]
-			See [url=https://docs.godotengine.org/en/3.3/tutorials/misc/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
+			See [url=https://docs.godotengine.org/en/3.4/tutorials/misc/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
 			[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project.
 			[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project.
 		</member>
 		</member>
 		<member name="iterations_per_second" type="int" setter="set_iterations_per_second" getter="get_iterations_per_second" default="60">
 		<member name="iterations_per_second" type="int" setter="set_iterations_per_second" getter="get_iterations_per_second" default="60">

+ 2 - 2
doc/classes/Environment.xml

@@ -12,8 +12,8 @@
 		These effects will only apply when the [Viewport]'s intended usage is "3D" or "3D Without Effects". This can be configured for the root Viewport with [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation], or for specific Viewports via the [member Viewport.usage] property.
 		These effects will only apply when the [Viewport]'s intended usage is "3D" or "3D Without Effects". This can be configured for the root Viewport with [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation], or for specific Viewports via the [member Viewport.usage] property.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Environment and post-processing">https://docs.godotengine.org/en/3.3/tutorials/3d/environment_and_post_processing.html</link>
-		<link title="Light transport in game engines">https://docs.godotengine.org/en/3.3/tutorials/3d/high_dynamic_range.html</link>
+		<link title="Environment and post-processing">https://docs.godotengine.org/en/3.4/tutorials/3d/environment_and_post_processing.html</link>
+		<link title="Light transport in game engines">https://docs.godotengine.org/en/3.4/tutorials/3d/high_dynamic_range.html</link>
 		<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
 		<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
 		<link title="2D HDR Demo">https://godotengine.org/asset-library/asset/110</link>
 		<link title="2D HDR Demo">https://godotengine.org/asset-library/asset/110</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>

+ 2 - 2
doc/classes/File.xml

@@ -20,12 +20,12 @@
 		    file.close()
 		    file.close()
 		    return content
 		    return content
 		[/codeblock]
 		[/codeblock]
-		In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/3.3/tutorials/io/data_paths.html]Data paths[/url] documentation.
+		In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/3.4/tutorials/io/data_paths.html]Data paths[/url] documentation.
 		[b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package.
 		[b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package.
 		[b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals.
 		[b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="File system">https://docs.godotengine.org/en/3.3/getting_started/step_by_step/filesystem.html</link>
+		<link title="File system">https://docs.godotengine.org/en/3.4/getting_started/step_by_step/filesystem.html</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/GIProbe.xml

@@ -10,7 +10,7 @@
 		[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe].
 		[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="GI probes">https://docs.godotengine.org/en/3.3/tutorials/3d/gi_probes.html</link>
+		<link title="GI probes">https://docs.godotengine.org/en/3.4/tutorials/3d/gi_probes.html</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 3 - 2
doc/classes/HTTPClient.xml

@@ -10,10 +10,11 @@
 		For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616).
 		For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616).
 		[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
 		[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
 		[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error.
 		[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error.
+		[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/networking/http_client_class.html</link>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/networking/ssl_certificates.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/networking/http_client_class.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/networking/ssl_certificates.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="close">
 		<method name="close">

+ 3 - 4
doc/classes/HTTPRequest.xml

@@ -6,6 +6,7 @@
 	<description>
 	<description>
 		A node with the ability to send HTTP requests. Uses [HTTPClient] internally.
 		A node with the ability to send HTTP requests. Uses [HTTPClient] internally.
 		Can be used to make HTTP requests, i.e. download or upload files or web content via HTTP.
 		Can be used to make HTTP requests, i.e. download or upload files or web content via HTTP.
+		[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, especially regarding SSL security.
 		[b]Example of contacting a REST API and printing one of its returned fields:[/b]
 		[b]Example of contacting a REST API and printing one of its returned fields:[/b]
 		[codeblock]
 		[codeblock]
 		func _ready():
 		func _ready():
@@ -68,12 +69,10 @@
 		HttpRequest will automatically handle decompression of response bodies.
 		HttpRequest will automatically handle decompression of response bodies.
 		A "Accept-Encoding" header will be automatically added to each of your requests, unless one is already specified.
 		A "Accept-Encoding" header will be automatically added to each of your requests, unless one is already specified.
 		Any response with a "Content-Encoding: gzip" header will automatically be decompressed and delivered to you as a uncompressed bytes.
 		Any response with a "Content-Encoding: gzip" header will automatically be decompressed and delivered to you as a uncompressed bytes.
-		[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
-		[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/networking/http_request_class.html</link>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/networking/ssl_certificates.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/networking/http_request_class.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/networking/ssl_certificates.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="cancel_request">
 		<method name="cancel_request">

+ 2 - 2
doc/classes/Image.xml

@@ -9,7 +9,7 @@
 		[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import.
 		[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Importing images">https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_images.html</link>
+		<link title="Importing images">https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/importing_images.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="blend_rect">
 		<method name="blend_rect">
@@ -258,7 +258,7 @@
 			<return type="int" enum="Error" />
 			<return type="int" enum="Error" />
 			<argument index="0" name="path" type="String" />
 			<argument index="0" name="path" type="String" />
 			<description>
 			<description>
-				Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations.
+				Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations.
 				[b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the [code]user://[/code] directory, and may not work in exported projects.
 				[b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the [code]user://[/code] directory, and may not work in exported projects.
 				See also [ImageTexture] description for usage examples.
 				See also [ImageTexture] description for usage examples.
 			</description>
 			</description>

+ 1 - 1
doc/classes/ImageTexture.xml

@@ -28,7 +28,7 @@
 		[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations.
 		[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Importing images">https://docs.godotengine.org/en/3.3/getting_started/workflow/assets/importing_images.html</link>
+		<link title="Importing images">https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/importing_images.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="create">
 		<method name="create">

+ 1 - 1
doc/classes/Input.xml

@@ -7,7 +7,7 @@
 		A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b], or with the [InputMap] class.
 		A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b], or with the [InputMap] class.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Inputs tutorial index">https://docs.godotengine.org/en/3.3/tutorials/inputs/index.html</link>
+		<link title="Inputs tutorial index">https://docs.godotengine.org/en/3.4/tutorials/inputs/index.html</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
 	</tutorials>
 	</tutorials>

+ 2 - 2
doc/classes/InputEvent.xml

@@ -7,8 +7,8 @@
 		Base class of all sort of input event. See [method Node._input].
 		Base class of all sort of input event. See [method Node._input].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="InputEvent">https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html</link>
-		<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/3.3/tutorials/2d/2d_transforms.html</link>
+		<link title="InputEvent">https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html</link>
+		<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
 	</tutorials>
 	</tutorials>

+ 1 - 1
doc/classes/InputEventAction.xml

@@ -7,7 +7,7 @@
 		Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b] menu. See [method Node._input].
 		Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b] menu. See [method Node._input].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="InputEvent: Actions">https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html#actions</link>
+		<link title="InputEvent: Actions">https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html#actions</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
 	</tutorials>
 	</tutorials>

+ 1 - 1
doc/classes/InputEventJoypadButton.xml

@@ -7,7 +7,7 @@
 		Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion].
 		Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/InputEventJoypadMotion.xml

@@ -7,7 +7,7 @@
 		Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time.
 		Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/InputEventKey.xml

@@ -7,7 +7,7 @@
 		Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events.
 		Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="get_physical_scancode_with_modifiers" qualifiers="const">
 		<method name="get_physical_scancode_with_modifiers" qualifiers="const">

+ 1 - 1
doc/classes/InputEventMouse.xml

@@ -7,7 +7,7 @@
 		Stores general mouse events information.
 		Stores general mouse events information.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/InputEventMouseButton.xml

@@ -7,7 +7,7 @@
 		Contains mouse click information. See [method Node._input].
 		Contains mouse click information. See [method Node._input].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/inputs/mouse_and_input_coordinates.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/inputs/mouse_and_input_coordinates.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/InputEventMouseMotion.xml

@@ -8,7 +8,7 @@
 		[b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly.
 		[b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Mouse and input coordinates">https://docs.godotengine.org/en/3.3/tutorials/inputs/mouse_and_input_coordinates.html</link>
+		<link title="Mouse and input coordinates">https://docs.godotengine.org/en/3.4/tutorials/inputs/mouse_and_input_coordinates.html</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/InputEventScreenDrag.xml

@@ -7,7 +7,7 @@
 		Contains screen drag information. See [method Node._input].
 		Contains screen drag information. See [method Node._input].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/InputEventScreenTouch.xml

@@ -8,7 +8,7 @@
 		Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order.
 		Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/InputEventWithModifiers.xml

@@ -7,7 +7,7 @@
 		Contains keys events information with modifiers support like [code]Shift[/code] or [code]Alt[/code]. See [method Node._input].
 		Contains keys events information with modifiers support like [code]Shift[/code] or [code]Alt[/code]. See [method Node._input].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/InputMap.xml

@@ -7,7 +7,7 @@
 		Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project &gt; Project Settings &gt; Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
 		Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project &gt; Project Settings &gt; Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html#inputmap</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html#inputmap</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="action_add_event">
 		<method name="action_add_event">

+ 20 - 0
doc/classes/JSONRPC.xml

@@ -1,8 +1,10 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="JSONRPC" inherits="Object" version="3.4">
 <class name="JSONRPC" inherits="Object" version="3.4">
 	<brief_description>
 	<brief_description>
+		A helper to handle dictionaries which look like JSONRPC documents.
 	</brief_description>
 	</brief_description>
 	<description>
 	<description>
+		[url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a method call in a [JSON] object. The object has a particular structure and identifies which method is called, the parameters to that function, and carries an ID to keep track of responses. This class implements that standard on top of [Dictionary]; you will have to convert between a [Dictionary] and [JSON] with other functions.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
 	</tutorials>
 	</tutorials>
@@ -12,6 +14,9 @@
 			<argument index="0" name="method" type="String" />
 			<argument index="0" name="method" type="String" />
 			<argument index="1" name="params" type="Variant" />
 			<argument index="1" name="params" type="Variant" />
 			<description>
 			<description>
+				Returns a dictionary in the form of a JSON-RPC notification. Notifications are one-shot messages which do not expect a response.
+				- [code]method[/code]: Name of the method being called.
+				- [code]params[/code]: An array or dictionary of parameters being passed to the method.
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="make_request">
 		<method name="make_request">
@@ -20,6 +25,10 @@
 			<argument index="1" name="params" type="Variant" />
 			<argument index="1" name="params" type="Variant" />
 			<argument index="2" name="id" type="Variant" />
 			<argument index="2" name="id" type="Variant" />
 			<description>
 			<description>
+				Returns a dictionary in the form of a JSON-RPC request. Requests are sent to a server with the expectation of a response. The ID field is used for the server to specify which exact request it is responding to.
+				- [code]method[/code]: Name of the method being called.
+				- [code]params[/code]: An array or dictionary of parameters being passed to the method.
+				- [code]id[/code]: Uniquely identifies this request. The server is expected to send a response with the same ID.
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="make_response">
 		<method name="make_response">
@@ -27,6 +36,9 @@
 			<argument index="0" name="result" type="Variant" />
 			<argument index="0" name="result" type="Variant" />
 			<argument index="1" name="id" type="Variant" />
 			<argument index="1" name="id" type="Variant" />
 			<description>
 			<description>
+				When a server has received and processed a request, it is expected to send a response. If you did not want a response then you need to have sent a Notification instead.
+				- [code]result[/code]: The return value of the function which was called.
+				- [code]id[/code]: The ID of the request this response is targeted to.
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="make_response_error" qualifiers="const">
 		<method name="make_response_error" qualifiers="const">
@@ -35,6 +47,10 @@
 			<argument index="1" name="message" type="String" />
 			<argument index="1" name="message" type="String" />
 			<argument index="2" name="id" type="Variant" default="null" />
 			<argument index="2" name="id" type="Variant" default="null" />
 			<description>
 			<description>
+				Creates a response which indicates a previous reply has failed in some way.
+				- [code]code[/code]: The error code corresponding to what kind of error this is. See the [enum ErrorCode] constants.
+				- [code]message[/code]: A custom message about this error.
+				- [code]id[/code]: The request this error is a response to.
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="process_action">
 		<method name="process_action">
@@ -42,6 +58,9 @@
 			<argument index="0" name="action" type="Variant" />
 			<argument index="0" name="action" type="Variant" />
 			<argument index="1" name="recurse" type="bool" default="false" />
 			<argument index="1" name="recurse" type="bool" default="false" />
 			<description>
 			<description>
+				Given a Dictionary which takes the form of a JSON-RPC request: unpack the request and run it. Methods are resolved by looking at the field called "method" and looking for an equivalently named function in the JSONRPC object. If one is found that method is called.
+				To add new supported methods extend the JSONRPC class and call [method process_action] on your subclass.
+				[code]action[/code]: The action to be run, as a Dictionary in the form of a JSON-RPC request or notification.
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="process_string">
 		<method name="process_string">
@@ -64,6 +83,7 @@
 		<constant name="INVALID_REQUEST" value="-32600" enum="ErrorCode">
 		<constant name="INVALID_REQUEST" value="-32600" enum="ErrorCode">
 		</constant>
 		</constant>
 		<constant name="METHOD_NOT_FOUND" value="-32601" enum="ErrorCode">
 		<constant name="METHOD_NOT_FOUND" value="-32601" enum="ErrorCode">
+			A method call was requested but no function of that name existed in the JSONRPC subclass.
 		</constant>
 		</constant>
 		<constant name="INVALID_PARAMS" value="-32602" enum="ErrorCode">
 		<constant name="INVALID_PARAMS" value="-32602" enum="ErrorCode">
 		</constant>
 		</constant>

+ 2 - 2
doc/classes/JavaScript.xml

@@ -5,10 +5,10 @@
 	</brief_description>
 	</brief_description>
 	<description>
 	<description>
 		The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
 		The JavaScript singleton is implemented only in the HTML5 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 JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/3.3/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 JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/3.4/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link>
+		<link>https://docs.godotengine.org/en/3.4/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="create_callback">
 		<method name="create_callback">

+ 1 - 1
doc/classes/KinematicBody.xml

@@ -9,7 +9,7 @@
 		[b]Kinematic characters:[/b] KinematicBody also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.
 		[b]Kinematic characters:[/b] KinematicBody also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Kinematic character (2D)">https://docs.godotengine.org/en/3.3/tutorials/physics/kinematic_character_2d.html</link>
+		<link title="Kinematic character (2D)">https://docs.godotengine.org/en/3.4/tutorials/physics/kinematic_character_2d.html</link>
 		<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
 		<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
 		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>

+ 2 - 2
doc/classes/KinematicBody2D.xml

@@ -9,8 +9,8 @@
 		[b]Kinematic characters:[/b] KinematicBody2D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.
 		[b]Kinematic characters:[/b] KinematicBody2D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Kinematic character (2D)">https://docs.godotengine.org/en/3.3/tutorials/physics/kinematic_character_2d.html</link>
-		<link title="Using KinematicBody2D">https://docs.godotengine.org/en/3.3/tutorials/physics/using_kinematic_body_2d.html</link>
+		<link title="Kinematic character (2D)">https://docs.godotengine.org/en/3.4/tutorials/physics/kinematic_character_2d.html</link>
+		<link title="Using KinematicBody2D">https://docs.godotengine.org/en/3.4/tutorials/physics/using_kinematic_body_2d.html</link>
 		<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
 		<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
 		<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
 		<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
 	</tutorials>
 	</tutorials>

+ 1 - 1
doc/classes/Light.xml

@@ -7,7 +7,7 @@
 		Light is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting.
 		Light is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="3D lights and shadows">https://docs.godotengine.org/en/3.3/tutorials/3d/lights_and_shadows.html</link>
+		<link title="3D lights and shadows">https://docs.godotengine.org/en/3.4/tutorials/3d/lights_and_shadows.html</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/Light2D.xml

@@ -8,7 +8,7 @@
 		[b]Note:[/b] Light2D can also be used as a mask.
 		[b]Note:[/b] Light2D can also be used as a mask.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/2d/2d_lights_and_shadows.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/2d/2d_lights_and_shadows.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</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.
 		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>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/2d/2d_lights_and_shadows.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/2d/2d_lights_and_shadows.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</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".
 		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>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/2d/2d_meshes.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/2d/2d_meshes.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</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.
 		Since instances may have any behavior, the AABB used for visibility must be provided by the user.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/optimization/using_multimesh.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/optimization/using_multimesh.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="get_aabb" qualifiers="const">
 		<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).
 		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>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/3d/using_multi_mesh_instance.html</link>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/optimization/using_multimesh.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/3d/using_multi_mesh_instance.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/optimization/using_multimesh.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 	</methods>
 	</methods>

+ 1 - 1
doc/classes/Mutex.xml

@@ -7,7 +7,7 @@
 		A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks.
 		A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link>https://docs.godotengine.org/en/3.3/tutorials/threads/using_multiple_threads.html</link>
+		<link>https://docs.godotengine.org/en/3.4/tutorials/threads/using_multiple_threads.html</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="lock">
 		<method name="lock">

+ 1 - 1
doc/classes/NetworkedMultiplayerPeer.xml

@@ -8,7 +8,7 @@
 		[b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
 		[b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="High-level multiplayer">https://docs.godotengine.org/en/3.3/tutorials/networking/high_level_multiplayer.html</link>
+		<link title="High-level multiplayer">https://docs.godotengine.org/en/3.4/tutorials/networking/high_level_multiplayer.html</link>
 		<link title="WebRTC Signaling Demo">https://godotengine.org/asset-library/asset/537</link>
 		<link title="WebRTC Signaling Demo">https://godotengine.org/asset-library/asset/537</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/Node.xml

@@ -17,7 +17,7 @@
 		[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
 		[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Scenes and nodes">https://docs.godotengine.org/en/3.3/getting_started/step_by_step/scenes_and_nodes.html</link>
+		<link title="Scenes and nodes">https://docs.godotengine.org/en/3.4/getting_started/step_by_step/scenes_and_nodes.html</link>
 		<link title="All Demos">https://github.com/godotengine/godot-demo-projects/</link>
 		<link title="All Demos">https://github.com/godotengine/godot-demo-projects/</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/Node2D.xml

@@ -7,7 +7,7 @@
 		A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order.
 		A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="Custom drawing in 2D">https://docs.godotengine.org/en/3.3/tutorials/2d/custom_drawing_in_2d.html</link>
+		<link title="Custom drawing in 2D">https://docs.godotengine.org/en/3.4/tutorials/2d/custom_drawing_in_2d.html</link>
 		<link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link>
 		<link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>

+ 1 - 1
doc/classes/OS.xml

@@ -579,7 +579,7 @@
 			<return type="bool" />
 			<return type="bool" />
 			<argument index="0" name="tag_name" type="String" />
 			<argument index="0" name="tag_name" type="String" />
 			<description>
 			<description>
-				Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=https://docs.godotengine.org/en/3.3/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details.
+				Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=https://docs.godotengine.org/en/3.4/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details.
 				[b]Note:[/b] Tag names are case-sensitive.
 				[b]Note:[/b] Tag names are case-sensitive.
 			</description>
 			</description>
 		</method>
 		</method>

+ 2 - 2
doc/classes/Object.xml

@@ -21,8 +21,8 @@
 		[b]Note:[/b] Due to a bug, you can't create a "plain" Object using [code]Object.new()[/code]. Instead, use [code]ClassDB.instance("Object")[/code]. This bug only applies to Object itself, not any of its descendents like [Reference].
 		[b]Note:[/b] Due to a bug, you can't create a "plain" Object using [code]Object.new()[/code]. Instead, use [code]ClassDB.instance("Object")[/code]. This bug only applies to Object itself, not any of its descendents like [Reference].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
-		<link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/3.3/getting_started/workflow/best_practices/node_alternatives.html</link>
-		<link title="Advanced exports using _get_property_list()">https://docs.godotengine.org/en/3.3/getting_started/scripting/gdscript/gdscript_exports.html#advanced-exports</link>
+		<link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/3.4/getting_started/workflow/best_practices/node_alternatives.html</link>
+		<link title="Advanced exports using _get_property_list()">https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/gdscript_exports.html#advanced-exports</link>
 	</tutorials>
 	</tutorials>
 	<methods>
 	<methods>
 		<method name="_get" qualifiers="virtual">
 		<method name="_get" qualifiers="virtual">

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