Björn Ritzl 5 rokov pred
rodič
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7870510fbd

+ 1 - 2
docs/en/manuals/application-lifecycle.md

@@ -102,7 +102,7 @@ The last step in the update loop involves dispatching `@system` messages (`exit`
 
 The number of frame updates per second (which equals the number of update-loop runs per second) can be set in the project settings, or programmatically by sending a `set_update_frequency` message to the `@system` socket. In addition, it is possible to set the _time step_ for collection proxies individually by sending a `set_time_step` message to the proxy. Changing a collection's time step does not affect the frame rate. It does affect the physics update time step as well as the `dt` variable passed to `update().` Also note that altering the time step does not alter the number of times `update()` will be called each frame---it is always exactly once.
 
-(See the [Collection proxy manual](/manuals/collection-proxy) and [`set_time_step`](/ref/collection-proxy#set-time-step) for details)
+(See the [Collection proxy manual](/manuals/collection-proxy) and [`set_time_step`](/ref/collectionproxy#set-time-step) for details)
 
 ## Finalization
 
@@ -117,4 +117,3 @@ Component `final()` functions are called first. A subsequent dispatching of mess
 The engine follows up with behind the scenes shutting down of subsystems: project configuration is deleted, the memory profiler is shut down, and so forth.
 
 The application is now completely shut down.
-

+ 1 - 1
docs/en/manuals/components.md

@@ -22,7 +22,7 @@ Defold supports the following component types:
 * [Particle FX](/manuals/particlefx) -  Spawn particles
 * [Script](/manuals/script) - Add game logic
 * [Sound](/manuals/sound) - Play sound or music
-* [Spine model](/manuals/spine-model) - Render a spine animation
+* [Spine model](/manuals/spinemodel) - Render a spine animation
 * [Sprite](/manuals/sprite) - Show a 2D image (with optional flipbook animation)
 * [Tilemap](/manuals/tilemap) - Show a grid of tiles
 

+ 2 - 2
docs/en/manuals/extensions-debugging.md

@@ -40,13 +40,13 @@ In certain cases, one might want to add `printf()` statements to the code. After
 
 Note that Defold by default only prints using dmLog* functions in the debug build.
 
-### [Android](/manuals/extensions-debugging-android.md)
+### [Android](/manuals/extensions-debugging-android)
 
 On Android, the simplest way to get the log is to run `adb` in the terminal. You can also see the `console` inside Android Studio, which is the same thing.
 
 If you get hold of a stack trace from the Android logs, you might be able to symbolicate it using [ndk-stack](https://developer.android.com/ndk/guides/ndk-stack.html)
 
-### [iOS](/manuals/extensions-debugging-ios.md)
+### [iOS](/manuals/extensions-debugging-ios)
 
 On iOS, you need to open either iTunes or XCode to view the device logs.
 

+ 2 - 2
docs/en/manuals/flash.md

@@ -349,7 +349,7 @@ Finally, see the [profiler documentation](/ref/profiler/) for information on how
 - [Defold examples](/examples)
 - [Tutorials](/tutorials)
 - [Manuals](/manuals)
-- [Reference](/ref)
-- [FAQ](/faq)
+- [Reference](/ref/go)
+- [FAQ](/faq/faq)
 
 If you have questions or get stuck, the [Defold forums](//forum.defold.com) are a great place to reach out for help.

+ 1 - 1
docs/en/manuals/getting-help.md

@@ -9,7 +9,7 @@ If you run into a problem while using Defold we'd like to hear from you so that
 
 ## Report a problem on the forum
 
-A good way to discuss and get help with a problem is to post a question on our [forum](https://www.defold.com/forum). Post either in the [Questions](https://forum.defold.com/c/questions) or [Bugs](https://forum.defold.com/c/bugs) category depending on the type of problem you have. When you post a support question make sure to include as much information as possible. Remember to [search](https://forum.defold.com/search) for your question/issue before asking as there may already be a solution to your problem. You must include the following for us to provide help:
+A good way to discuss and get help with a problem is to post a question on our [forum](https://forum.defold.com). Post either in the [Questions](https://forum.defold.com/c/questions) or [Bugs](https://forum.defold.com/c/bugs) category depending on the type of problem you have. When you post a support question make sure to include as much information as possible. Remember to [search](https://forum.defold.com/search) for your question/issue before asking as there may already be a solution to your problem. You must include the following for us to provide help:
 
 * **Describe the bug (REQUIRED)** - A clear and concise description of the problem.
 

+ 1 - 1
docs/en/manuals/graphics.md

@@ -73,7 +73,7 @@ Learn more about GUIs in the [GUI manual](/manuals/gui).
 
   ![spine](images/graphics/spine.png){srcset="images/graphics/[email protected] 2x"}
 
-Learn more about Spine models in the [Spine model manual](/manuals/spine-model).
+Learn more about Spine models in the [Spine model manual](/manuals/spinemodel).
 
 
 ## 3D graphics

+ 1 - 1
docs/en/manuals/iap.md

@@ -186,7 +186,7 @@ Android `iap.list()` returns "failed to fetch product"
 : You need to upload and publish an *.apk* on the alpha or beta channels on the Google Play Developer Console. Also make sure that the _time and date_ on your device is correct.
 
 Android (Google Play) `iap.list()` never returns more than 20 products
-: Google has an [limit of 20 products per request](https://github.com/googlesamples/android-play-billing/blob/master/TrivialDrive/app/src/main/aidl/com/android/vending/billing/IInAppBillingService.aidl#L62). The solution is to make multiple calls to `iap.list()` and combine the results if the number of products exceeds 20.
+: Google has an [limit of 20 products per request](https://github.com/android/play-billing-samples/blob/7a94c6905a9c125518354c216b5c3094fde47ce1/TrivialDrive/app/src/main/aidl/com/android/vending/billing/IInAppBillingService.aidl#L62). The solution is to make multiple calls to `iap.list()` and combine the results if the number of products exceeds 20.
 
 iOS `iap.list()` returns nothing
 : Make sure that you’ve requested an iOS Paid Applications account, and all proper documentation has been filed. Without proper authorization, your iOS app purchasing (even test purchases) will not work.

+ 1 - 1
docs/en/manuals/input.md

@@ -268,7 +268,7 @@ Detecting when the user has clicked or tapped on a visual component is a very co
 
 ### Detecting interaction with GUI nodes
 
-For UI elements there is the `gui.pick_node(node, x, y)` function that will return true or false depending on if the specified coordinate is within the bounds of a gui node or not. Refer to the [API docs](/ref/gui/#gui.pick_node:node-x-y), the [pointer over example](https://www.defold.com/examples/pointer_over/) or the [button example](https://www.defold.com/examples/button/) to learn more.
+For UI elements there is the `gui.pick_node(node, x, y)` function that will return true or false depending on if the specified coordinate is within the bounds of a gui node or not. Refer to the [API docs](/ref/gui/#gui.pick_node:node-x-y), the [pointer over example](/examples/gui/pointer_over/) or the [button example](/examples/gui/button/) to learn more.
 
 ### Detecting interaction with game objects
 For game objects it is more complicated to detect interaction since things such as camera translation and render script projection will impact the required calculations. There are two general approaches to detecting interaction with game objects:

+ 1 - 1
docs/en/tutorials/platformer.md

@@ -203,7 +203,7 @@ ExciteMike has made some nice graphs of the jump arcs in [Super Mario Bros 3](ht
 The level geometry is the collision shapes of the environment that the player character (and possibly other things) collide with. In Defold, there are two ways to create this geometry.
 
 Either you create separate collision shapes on top of the levels you build. This method is very flexible and allows fine positioning of graphics. It is especially useful if you want soft slopes.
-The game [Braid](http://www.davidhellman.net/blog/archives/85) used this method of building levels, and it is the method the example level in this tutorial is built too. Here is how it looks in the Defold editor:
+The game [Braid](http://braid-game.com/) used this method of building levels, and it is the method the example level in this tutorial is built too. Here is how it looks in the Defold editor:
 
 ![The Defold Editor with the level geometry and player placed into the world](images/platformer/editor.png)