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  1. 2 2
      docs/jme3/advanced/3d_models.html
  2. 1 1
      docs/jme3/advanced/animation.html
  3. 1 1
      docs/jme3/advanced/effects_overview.html
  4. 1 1
      docs/jme3/advanced/endless_terraingrid.html
  5. 1 1
      docs/jme3/advanced/input_handling.html
  6. 7 7
      docs/jme3/advanced/jme3_ai.html
  7. 1 1
      docs/jme3/advanced/level_of_detail.html
  8. 1 1
      docs/jme3/advanced/loading_screen.html
  9. 2 2
      docs/jme3/advanced/material_definitions.html
  10. 7 7
      docs/jme3/advanced/materials_overview.html
  11. 8 8
      docs/jme3/advanced/mixamo.html
  12. 3 3
      docs/jme3/advanced/nifty_gui.html
  13. 1 1
      docs/jme3/advanced/particle_emitters.html
  14. 2 2
      docs/jme3/advanced/save_and_load.html
  15. 1 1
      docs/jme3/advanced/shape.html
  16. 1 1
      docs/jme3/advanced/sky.html
  17. 3 3
      docs/jme3/advanced/spatial.html
  18. 3 3
      docs/jme3/advanced/terrain.html
  19. 4 4
      docs/jme3/advanced/terrain_collision.html
  20. 2 2
      docs/jme3/advanced/update_loop.html
  21. 1 1
      docs/jme3/advanced/walking_character.html
  22. 0 17
      docs/jme3/contributions/entitysystem/detailed.html
  23. 1 23
      docs/jme3/contributions/entitysystem/interviews.html
  24. 1 1
      docs/jme3/contributions/vegetationsystem/grass.html
  25. 1 1
      docs/jme3/contributions/vegetationsystem/trees.html
  26. 1 1
      docs/jme3/external/3dsmax.html
  27. 3 3
      docs/jme3/external/blender.html
  28. 1 1
      docs/jme3/intermediate/simpleapplication.html
  29. 1 1
      docs/jme3/matrix.html
  30. 3 3
      docs/jme3/quaternion.html
  31. 2 2
      docs/jme3/setting_up_jme3_in_eclipse.html
  32. 2 2
      docs/jme3/setting_up_netbeans_and_jme3.html
  33. 5 5
      docs/jme3/simpleapplication_from_the_commandline.html
  34. 2 2
      docs/jme3/the_scene_graph.html
  35. 2 2
      docs/jme3/tools/charts.html
  36. 1 1
      docs/jme3/webstart.html
  37. 0 564
      docs/tasks.html
  38. 1 1
      docs/tutorials/beginner/hello_asset.html
  39. 4 4
      docs/tutorials/beginner/what_s_an_ide.html
  40. 266 270
      sitemap-docs.xml
  41. 14 14
      sitemap-wiki-ui.xml

+ 2 - 2
docs/jme3/advanced/3d_models.html

@@ -448,7 +448,7 @@
 <div class="olist arabic">
 <ol class="arabic">
 <li>
-<p>Export the 3D model using a <a href="#../../jme3/features.html#supported-external-file-types#" class="page unresolved">Supported External File Type</a>.</p>
+<p>Export the 3D model using a <a href="../features.html#supported-external-file-types.adoc" class="page">Supported External File Type</a>.</p>
 </li>
 <li>
 <p>Save the files into a sub-directory of your jME3 <code>Assets</code> directory.</p>
@@ -472,7 +472,7 @@
 </td>
 <td class="content">
 <div class="paragraph">
-<p>(For the release build:) Use one of methods recommended for your 3D model <a href="#../../jme3/features.html#supported-external-file-types#" class="page unresolved">Supported External File Type</a> to convert the model to .j3o format. You don&#8217;t need this step until you deploy your application if you are making frequent changes to your models, however, you should get into the habit of always converting your models.</p>
+<p>(For the release build:) Use one of methods recommended for your 3D model <a href="../features.html#supported-external-file-types.adoc" class="page">Supported External File Type</a> to convert the model to .j3o format. You don&#8217;t need this step until you deploy your application if you are making frequent changes to your models, however, you should get into the habit of always converting your models.</p>
 </div>
 </td>
 </tr>

+ 1 - 1
docs/jme3/advanced/animation.html

@@ -446,7 +446,7 @@
 <p>JME3 only loads and plays animated models, it does not create them.</p>
 </div>
 <div class="paragraph">
-<p>What is required for an animated model? (<a href="#../../tutorials:intermediate/terminology.adoc#animation" class="page unresolved">See also: Animation terminology</a></p>
+<p>What is required for an animated model? (<a href="../../tutorials/intermediate/terminology.html#animation" class="page">See also: Animation terminology</a></p>
 </div>
 <div class="olist arabic">
 <ol class="arabic">

+ 1 - 1
docs/jme3/advanced/effects_overview.html

@@ -718,7 +718,7 @@ Use the SimpleWaterProcessor (SceneProcessor) for small, limited bodies of water
 <span class="image"><img src="../../_images/jme3/advanced/shaderblow_light2.jpg" alt="shaderblow_light2.jpg" width="66" height="150"></span></p>
 </div>
 <div class="paragraph">
-<p><a href="#../../sdk:plugin/shaderblow.adoc" class="page unresolved">ShaderBlow - GLSL Shader Library</a></p>
+<p><a href="../../sdk/plugin/shaderblow.html" class="page">ShaderBlow - GLSL Shader Library</a></p>
 </div>
 <div class="ulist">
 <ul>

+ 1 - 1
docs/jme3/advanced/endless_terraingrid.html

@@ -567,7 +567,7 @@ There exist also two basic HeightMapGrid implementations:</p>
 <div class="ulist">
 <ul>
 <li>
-<p><a href="#../../jme3/beginner/hello_terrain.adoc" class="page unresolved">jme3:beginner:hello_terrain</a></p>
+<p><a href="../../tutorials/beginner/hello_terrain.html" class="page">jme3:beginner:hello_terrain</a></p>
 </li>
 <li>
 <p><a href="terrain.html" class="page">jme3:advanced:terrain</a></p>

+ 1 - 1
docs/jme3/advanced/input_handling.html

@@ -1054,7 +1054,7 @@ inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_D),
 <h2 id="detecting-joystick-connection-states"><a class="anchor" href="#detecting-joystick-connection-states"></a>Detecting Joystick Connection States</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>For information regarding the connection state of a joystick see <a href="#../../jme3/beginner/hello_input_system.adoc#listening-for-joystick-connections" class="page unresolved">Listening for Joystick Connections</a>.</p>
+<p>For information regarding the connection state of a joystick see <a href="../../tutorials/beginner/hello_input_system.html#listening-for-joystick-connections" class="page">Listening for Joystick Connections</a>.</p>
 </div>
 </div>
 </div>

+ 7 - 7
docs/jme3/advanced/jme3_ai.html

@@ -457,7 +457,7 @@
 <p><a href="https://github.com/stevefsp/critterai/releases">CritterAI</a> - Stephen Pratt&#8217;s <a href="http://www.critterai.org/projects/nmgen_study/">NMGen Study</a> project files to generate the navmesh.</p>
 </li>
 <li>
-<p>To get the assets (3D models) used in this example, add the <a href="#../../sdk/sample_code.adoc#jme3testdata-assets#" class="page unresolved">jME3-testdata.jar</a> to your classpath.</p>
+<p>To get the assets (3D models) used in this example, add the <a href="../../sdk/sample_code.html#jme3testdata-assets.adoc" class="page">jME3-testdata.jar</a> to your classpath.</p>
 </li>
 <li>
 <p>Java SDK 8+.</p>
@@ -500,7 +500,7 @@
 </td>
 <td class="content">
 <div class="paragraph">
-<p>This scope of this tutorial is restricted to the NavMesh part of the library and expands upon the lessons taught in the <a href="../../jme3.html#tutorials-for-beginners" class="page">tutorials</a>. It demonstrates the use of some classes and methods found in the Medium and Advanced topics of the wiki as well. You can find the source code for this tutorial in the  <a href="https://github.com/jMonkeyEngine/doc-examples/tree/master/src/com/jme3/examples/jme3ai">jMonkeyEngine/docs-examples</a> repository.</p>
+<p>This scope of this tutorial is restricted to the NavMesh part of the library and expands upon the lessons taught in the xref:jme3#tutorials-for-beginners,tutorials]. It demonstrates the use of some classes and methods found in the Medium and Advanced topics of the wiki as well. You can find the source code for this tutorial in the  <a href="https://github.com/jMonkeyEngine/doc-examples/tree/master/src/com/jme3/examples/jme3ai">jMonkeyEngine/docs-examples</a> repository.</p>
 </div>
 </td>
 </tr>
@@ -556,7 +556,7 @@
 </ul>
 </div>
 <div class="paragraph">
-<p>This will open the <code>Create NavMesh</code> dialog with default settings. You can read in depth about each parameter by following the <code>Configuration Parameters</code> link under <a href="#requirements#">Requirements</a>.</p>
+<p>This will open the <code>Create NavMesh</code> dialog with default settings. You can read in depth about each parameter by following the <code>Configuration Parameters</code> link under <a href="#requirements.adoc">Requirements</a>.</p>
 </div>
 <div class="paragraph">
 <div class="title">Parameter Insight</div>
@@ -640,7 +640,7 @@ Selecting the NavMesh node in the SceneExplorer will show the NavMesh in the Ter
 <div class="sect2">
 <h3 id="procedural-method"><a class="anchor" href="#procedural-method"></a>Procedural Method</h3>
 <div class="paragraph">
-<p>There are many ways to create a NavMesh. If you look at the constructor for the <a href="https://github.com/jMonkeyEngine/doc-examples/blob/master/src/com/jme3/examples/jme3ai/Jme3AI.java">Jme3AI.java</a> file, you will see I use a <a href="application_states.html#baseappstate#" class="page">BaseAppState</a> named <a href="https://github.com/jMonkeyEngine/doc-examples/blob/master/src/com/jme3/examples/jme3ai/ai/NavMeshState.java">NavMeshState.java</a> which creates a <code>generator</code> object and builds the <code>NavMesh</code> new every time the program is ran.</p>
+<p>There are many ways to create a NavMesh. If you look at the constructor for the <a href="https://github.com/jMonkeyEngine/doc-examples/blob/master/src/com/jme3/examples/jme3ai/Jme3AI.java">Jme3AI.java</a> file, you will see I use a <a href="application_states.html#baseappstate.adoc" class="page">BaseAppState</a> named <a href="https://github.com/jMonkeyEngine/doc-examples/blob/master/src/com/jme3/examples/jme3ai/ai/NavMeshState.java">NavMeshState.java</a> which creates a <code>generator</code> object and builds the <code>NavMesh</code> new every time the program is ran.</p>
 </div>
 <div class="listingblock">
 <div class="title">Jme3AI constructor</div>
@@ -912,7 +912,7 @@ saveNavMesh(geom);</code></pre>
 <div class="sect2">
 <h3 id="loading-the-navmesh"><a class="anchor" href="#loading-the-navmesh"></a>Loading the NavMesh</h3>
 <div class="paragraph">
-<p>In this tutorial example, the optimized mesh was exported as a geometry using the jMonkey binary format <code>.j3o</code>. Doing so means the loading of your <code>NavMeshes</code> is done the same way you load any model, by using the <code>AssetManager</code>. Once you load the <code>.j3o</code>, you grab its <code>Mesh</code> and create the <code>NavMesh</code> object to be passed to the <a href="https://github.com/jMonkeyEngine/doc-examples/blob/master/src/com/jme3/examples/jme3ai/ai/NavigationControl.java">NavigationControl</a> constructor. This tutorial uses a <a href="application_states.html#baseappstate#" class="page">BaseAppState</a> for model loading so access to the <code>Application</code> class is built in.</p>
+<p>In this tutorial example, the optimized mesh was exported as a geometry using the jMonkey binary format <code>.j3o</code>. Doing so means the loading of your <code>NavMeshes</code> is done the same way you load any model, by using the <code>AssetManager</code>. Once you load the <code>.j3o</code>, you grab its <code>Mesh</code> and create the <code>NavMesh</code> object to be passed to the <a href="https://github.com/jMonkeyEngine/doc-examples/blob/master/src/com/jme3/examples/jme3ai/ai/NavigationControl.java">NavigationControl</a> constructor. This tutorial uses a <a href="application_states.html#baseappstate.adoc" class="page">BaseAppState</a> for model loading so access to the <code>Application</code> class is built in.</p>
 </div>
 <div class="listingblock">
 <div class="content">
@@ -951,7 +951,7 @@ picked = navControl;</code></pre>
 <div class="sect2">
 <h3 id="communicating-with-navigationcontrol"><a class="anchor" href="#communicating-with-navigationcontrol"></a>Communicating with NavigationControl</h3>
 <div class="paragraph">
-<p>This tutorial makes use of the <a href="#../../jme3/beginner/hello_picking.adoc" class="page unresolved">Hello Picking</a> and <a href="mouse_picking.html#pick-a-target-using-the-mouse-pointer#" class="page">Mouse Picking</a> tutorials so you should already be familiar with this method for picking and how to add the <a href="#../../jme3/beginner/hello_input_system.adoc" class="page unresolved">input mappings</a> to your game. How you implement your ActionListener is up to you.</p>
+<p>This tutorial makes use of the <a href="../../tutorials/beginner/hello_picking.html" class="page">Hello Picking</a> and <a href="mouse_picking.html#pick-a-target-using-the-mouse-pointer.adoc" class="page">Mouse Picking</a> tutorials so you should already be familiar with this method for picking and how to add the <a href="../../tutorials/beginner/hello_input_system.html" class="page">input mappings</a> to your game. How you implement your ActionListener is up to you.</p>
 </div>
 <div class="listingblock">
 <div class="title">PCState ActionListener</div>
@@ -1102,7 +1102,7 @@ private void shutdownAndAwaitTermination(ExecutorService pool) {
 </div>
 </div>
 <div class="paragraph">
-<p>The easiest way to move a physics character is by using the <a href="walking_character.html#bettercharactercontrol#" class="page">BetterCharacterControl</a> class. In this implementation, this is done in the <a href="https://github.com/jMonkeyEngine/doc-examples/blob/master/src/com/jme3/examples/jme3ai/controls/PCControl.java">PCControl</a> class by extending <code>BetterCharacterControl</code>. Since <code>BetterCharacterControl</code> is required to be present on the spatial for pathfinding, in the <code>setSpatial()</code> method, we throw an exception to let us know if it&#8217;s missing.</p>
+<p>The easiest way to move a physics character is by using the <a href="walking_character.html#bettercharactercontrol.adoc" class="page">BetterCharacterControl</a> class. In this implementation, this is done in the <a href="https://github.com/jMonkeyEngine/doc-examples/blob/master/src/com/jme3/examples/jme3ai/controls/PCControl.java">PCControl</a> class by extending <code>BetterCharacterControl</code>. Since <code>BetterCharacterControl</code> is required to be present on the spatial for pathfinding, in the <code>setSpatial()</code> method, we throw an exception to let us know if it&#8217;s missing.</p>
 </div>
 <div class="listingblock">
 <div class="content">

+ 1 - 1
docs/jme3/advanced/level_of_detail.html

@@ -444,7 +444,7 @@
 <p>You see now why you may want to be able to generate Levels of Detail for complex Geometries automatically. JME3 supports a Java implementation of the Ogre engine&#8217;s LOD generator (originally by Péter Szücs and Stan Melax): You use <a href="https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/tools/java/jme3tools/optimize/LodGenerator.java">jme3tools.optimize.LodGenerator</a> in conjunction with <a href="https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/scene/control/LodControl.java">com.jme3.scene.control.LodControl</a>.</p>
 </div>
 <div class="paragraph">
-<p>For a demo, run <a href="https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/stress/TestLodGeneration.java">TestLodGeneration.java</a> from <a href="#../../sdk/sample_code.adoc" class="page unresolved">JmeTests</a>, then press +/- and spacebar to experiment. The following screenshots show a monkey model with three reduced Levels of Detail:</p>
+<p>For a demo, run <a href="https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/stress/TestLodGeneration.java">TestLodGeneration.java</a> from <a href="../../sdk/sample_code.html" class="page">JmeTests</a>, then press +/- and spacebar to experiment. The following screenshots show a monkey model with three reduced Levels of Detail:</p>
 </div>
 <div class="imageblock text-center">
 <div class="content">

+ 1 - 1
docs/jme3/advanced/loading_screen.html

@@ -446,7 +446,7 @@ It will require these 2 images inside Assets/Interface/ (save them as border.png
 <p><span class="image"><img src="../../_images/jme3/advanced/border1.png" alt="border1.png" width="" height=""></span></p>
 </div>
 <div class="paragraph">
-<p>You need to add the jme3-niftygui and <a href="#../../sdk/sample_code.adoc#jme3testdata-assets#" class="page unresolved">jme3-test-data</a> libraries.</p>
+<p>You need to add the jme3-niftygui and <a href="../../sdk/sample_code.html#jme3testdata-assets.adoc" class="page">jme3-test-data</a> libraries.</p>
 </div>
 <div class="paragraph">
 <p>You will need to set your projects source to JDK 8.</p>

+ 2 - 2
docs/jme3/advanced/material_definitions.html

@@ -461,7 +461,7 @@ myGeometry.setMaterial(mat);               // Use material on this Geometry.</co
 </td>
 <td class="content">
 <div class="paragraph">
-<p>If you use one custom material with certain settings very often, learn about storing material settings in <a href="j3m_material_files.html" class="page">j3m Material Files</a>. You either <a href="#../../sdk/material_editing.adoc" class="page unresolved">use the jMonkeyEngine SDK to create .j3m files</a> (user-friendly), or you <a href="j3m_material_files.html" class="page">write .j3m files in a text editor</a> (IDE-independent).</p>
+<p>If you use one custom material with certain settings very often, learn about storing material settings in <a href="j3m_material_files.html" class="page">j3m Material Files</a>. You either <a href="../../sdk/material_editing.html" class="page">use the jMonkeyEngine SDK to create .j3m files</a> (user-friendly), or you <a href="j3m_material_files.html" class="page">write .j3m files in a text editor</a> (IDE-independent).</p>
 </div>
 </td>
 </tr>
@@ -557,7 +557,7 @@ myGeometry.setMaterial(mat);               // Use material on this Geometry.</co
 </ol>
 </div>
 <div class="paragraph">
-<p>For details see also: <a href="#../../tutorials:intermediate/how_to_use_materials.adoc" class="page unresolved">How to Use Materials</a></p>
+<p>For details see also: <a href="../../tutorials/intermediate/how_to_use_materials.html" class="page">How to Use Materials</a></p>
 </div>
 <div class="sect2">
 <h3 id="examples"><a class="anchor" href="#examples"></a>Examples</h3>

+ 7 - 7
docs/jme3/advanced/materials_overview.html

@@ -456,7 +456,7 @@
 </td>
 <td class="content">
 <div class="paragraph">
-<p>Find out quickly <a href="#../../tutorials:intermediate/how_to_use_materials.adoc" class="page unresolved">How to Use Materials</a>, including the most commonly used code samples and RenderStates.<br>
+<p>Find out quickly <a href="../../tutorials/intermediate/how_to_use_materials.html" class="page">How to Use Materials</a>, including the most commonly used code samples and RenderStates.<br>
 Or find more background info on <a href="material_definitions.html" class="page">How to use Material Definitions</a>.</p>
 </div>
 </td>
@@ -481,8 +481,8 @@ Or find more background info on <a href="material_definitions.html" class="page"
 <div class="paragraph">
 <p>Looks confusing?<br>
 1) Start learning about <code>Unshaded.j3md</code> and <code>Lighting.j3md</code>, they cover 90% of the cases.<br>
-2) Use <a href="#../../sdk/material_editing.adoc" class="page unresolved">the SDK&#8217;s visual material editor</a> to try out and save material settings easily.<br>
-3) The <a href="#../../sdk/code_editor.adoc" class="page unresolved">SDK&#8217;s Palette</a> contains drag&amp;drop code snippets for loading materials.</p>
+2) Use <a href="../../sdk/material_editing.html" class="page">the SDK&#8217;s visual material editor</a> to try out and save material settings easily.<br>
+3) The <a href="../../sdk/code_editor.html" class="page">SDK&#8217;s Palette</a> contains drag&amp;drop code snippets for loading materials.</p>
 </div>
 </td>
 </tr>
@@ -536,7 +536,7 @@ Unshaded.j3md</p>
 <p>Use this for simple coloring, texturing, glow, and transparency.</p>
 </div>
 <div class="paragraph">
-<p>See also: <a href="#../../jme3/beginner/hello_material.adoc" class="page unresolved">Hello Material</a></p>
+<p>See also: <a href="../../tutorials/beginner/hello_material.html" class="page">Hello Material</a></p>
 </div></div></td>
 <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
 <p><strong>Texture Maps</strong><br>
@@ -597,7 +597,7 @@ Terrain.j3md</p>
 <p>Splat textures for, e.g. terrains.</p>
 </div>
 <div class="paragraph">
-<p>See also: <a href="#../../jme3/beginner/hello_terrain.adoc" class="page unresolved">Hello Terrain</a></p>
+<p>See also: <a href="../../tutorials/beginner/hello_terrain.html" class="page">Hello Terrain</a></p>
 </div></div></td>
 <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
 <p>setTexture(&#8220;Tex1&#8221;, assetManager.loadTexture(&#8220;name&#8221;));<br>
@@ -676,7 +676,7 @@ Particle.j3md</p>
 <p>Does support an optional colored glow effect.</p>
 </div>
 <div class="paragraph">
-<p>See also: <a href="#../../jme3/beginner/hello_effects.adoc" class="page unresolved">Hello Effects</a></p>
+<p>See also: <a href="../../tutorials/beginner/hello_effects.html" class="page">Hello Effects</a></p>
 </div></div></td>
 <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
 <p>setTexture(&#8220;Texture&#8221;, assetManager.loadTexture(&#8220;name&#8221;));<br>
@@ -737,7 +737,7 @@ Lighting.j3md</p>
 <p>Supports shininess, transparency, and plain material colors (Diffuse, Ambient, Specular).</p>
 </div>
 <div class="paragraph">
-<p>See also: <a href="#../../jme3/beginner/hello_material.adoc" class="page unresolved">Hello Material</a></p>
+<p>See also: <a href="../../tutorials/beginner/hello_material.html" class="page">Hello Material</a></p>
 </div></div></td>
 <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
 <p><strong>Texture Maps</strong><br>

+ 8 - 8
docs/jme3/advanced/mixamo.html

@@ -890,7 +890,7 @@
 Set <code>End:</code> to this value.</p>
 </li>
 <li>
-<p>Click the <b class="button">|&lt;&lt;</b> button to reset timeline back to the first frame.</p>
+<p>Click the <b class="button">|xref:</b> button to reset timeline back to the first frame.</p>
 </li>
 <li>
 <p>In the <code>Info</code> header, change the <code>Default</code> screen layout to <code>Animation</code>.</p>
@@ -1138,7 +1138,7 @@ If the action is not visible, navigate to the <code>Dope Sheet Editor</code> and
 <h2 id="export"><a class="anchor" href="#export"></a>Export</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>Your rigged file is now ready to export. Export your model using one of the <a href="../features.html#supported-external-file-types" class="page">Supported External File Types</a> of your choice.</p>
+<p>Your rigged file is now ready to export. Export your model using one of the xref:jme3/features#supported-external-file-types,Supported External File Types] of your choice.</p>
 </div>
 </div>
 </div>
@@ -1146,7 +1146,7 @@ If the action is not visible, navigate to the <code>Dope Sheet Editor</code> and
 <h2 id="appending-blender-animations"><a class="anchor" href="#appending-blender-animations"></a>Appending Blender Animations</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>Follow the directions for <a href="#mixamo-animations#">Mixamo Animations</a>, <a href="#mixamo-download#">Mixamo Download</a>, <a href="#creating-blender-animations#">Creating Blender Animations</a>, <a href="../external/blender.html#action-baking" class="page">Blender Action Baking</a> and <a href="../external/blender/blender_buffer_clearing.html#the-linked-action-buffer" class="page">Clearing The Linked Action Buffer</a> for all animations you wish to append to your <strong>rigged</strong> animation file.</p>
+<p>Follow the directions for <a href="#mixamo-animations.adoc">Mixamo Animations</a>, <a href="#mixamo-download.adoc">Mixamo Download</a>, <a href="#creating-blender-animations.adoc">Creating Blender Animations</a>, <a href="../external/blender.html#action-baking" class="page">Blender Action Baking</a> and xref:jme3/external/blender/blender_buffer_clearing#the-linked-action-buffer,Clearing The Linked Action Buffer] for all animations you wish to append to your <strong>rigged</strong> animation file.</p>
 </div>
 <div class="olist arabic">
 <ol class="arabic">
@@ -1184,7 +1184,7 @@ If the action is not visible, navigate to the <code>Dope Sheet Editor</code> and
 <p>Select the <b class="button">F</b> button to save the action.</p>
 </li>
 <li>
-<p>From the <code>Info</code> header, change the layout from <code>Animation</code> to the <code>NLA Editing</code> layout we created in the <a href="#creating-the-rigged-animation-file#">Creating The Rigged Animation File</a> section of this tutorial. You will see your append <code>Action</code> at the top of the list.</p>
+<p>From the <code>Info</code> header, change the layout from <code>Animation</code> to the <code>NLA Editing</code> layout we created in the <a href="#creating-the-rigged-animation-file.adoc">Creating The Rigged Animation File</a> section of this tutorial. You will see your append <code>Action</code> at the top of the list.</p>
 </li>
 <li>
 <p>From the <code>NLA Editor</code> header, select <code><span class="menuseq"><b class="menu">Add</b>&#160;<i class="fa fa-angle-right caret"></i> <b class="menuitem">Add Tracks</b></span></code>. A new track has now been added to the top of the list.</p>
@@ -1244,7 +1244,7 @@ If the action is not visible, navigate to the <code>Dope Sheet Editor</code> and
 </ol>
 </div>
 <div class="paragraph">
-<p>Your file is now ready to <a href="#export">export</a>.</p>
+<p>Your file is now ready to xref:jme3/advanced/mixamo#export,export].</p>
 </div>
 <div class="admonitionblock important">
 <table>
@@ -1266,7 +1266,7 @@ If the action is not visible, navigate to the <code>Dope Sheet Editor</code> and
 <p>An <code>Action</code> that has not been pushed down into the <code>NLA Stack</code> will block your <code>NLA Strip</code> from playing.</p>
 </div>
 <div class="paragraph">
-<p>Some export methods bake your actions automatically on export, others don&#8217;t. Test the animation in-game and if your animations are all messed up, try <a href="#../../jme3/external/blender/blender_action_baking.adoc" class="page unresolved">baking them</a> or use a different exporter.</p>
+<p>Some export methods bake your actions automatically on export, others don&#8217;t. Test the animation in-game and if your animations are all messed up, try <a href="../external/blender.html#action-baking" class="page">baking them</a> or use a different exporter.</p>
 </div>
 </td>
 </tr>
@@ -1288,10 +1288,10 @@ If the action is not visible, navigate to the <code>Dope Sheet Editor</code> and
 <div class="ulist">
 <ul>
 <li>
-<p>You can see a similar video demonstration of this entire process in <a href="../../jme3.html#animations-and-scenes#" class="page">Animations And Scenes</a> under the CadNav <span class="icon"><i class="fa fa-long-arrow-right"></i></span>  Mixamo <span class="icon"><i class="fa fa-long-arrow-right"></i></span> JME Workflow heading.</p>
+<p>You can see a similar video demonstration of this entire process in <a href="../../jme3.html#animations-and-scenes.adoc" class="page">Animations And Scenes</a> under the CadNav <span class="icon"><i class="fa fa-long-arrow-right"></i></span>  Mixamo <span class="icon"><i class="fa fa-long-arrow-right"></i></span> JME Workflow heading.</p>
 </li>
 <li>
-<p>See <a href="#../../jme3/beginner/hello_animation.adoc" class="page unresolved">Hello Animation</a> and <a href="animation.html" class="page">Animation in JME3</a> to learn how to use your animated model.</p>
+<p>See <a href="../../tutorials/beginner/hello_animation.html" class="page">Hello Animation</a> and <a href="animation.html" class="page">Animation in JME3</a> to learn how to use your animated model.</p>
 </li>
 </ul>
 </div>

+ 3 - 3
docs/jme3/advanced/nifty_gui.html

@@ -569,7 +569,7 @@
 <div class="ulist">
 <ul>
 <li>
-<p><a href="https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-testdata/src/main/resources/Interface/Nifty/HelloJme.xml">HelloJme.xml</a> - Can be found in <a href="#../../sdk/sample_code.adoc#jme3testdata-assets#" class="page unresolved">jme-testdata/Interface/Nifty</a> also.</p>
+<p><a href="https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-testdata/src/main/resources/Interface/Nifty/HelloJme.xml">HelloJme.xml</a> - Can be found in <a href="../../sdk/sample_code.html#jme3testdata-assets.adoc" class="page">jme-testdata/Interface/Nifty</a> also.</p>
 </li>
 </ul>
 </div>
@@ -579,10 +579,10 @@
 <div class="ulist">
 <ul>
 <li>
-<p><a href="https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/niftygui/TestNiftyGui.java">TestNiftyGui.java</a> - Can be found in <a href="#../../sdk/sample_code.adoc#the-jme3tests-project-template#" class="page unresolved">jme3 tests</a> also.</p>
+<p><a href="https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/niftygui/TestNiftyGui.java">TestNiftyGui.java</a> - Can be found in <a href="../../sdk/sample_code.html#the-jme3tests-project-template.adoc" class="page">jme3 tests</a> also.</p>
 </li>
 <li>
-<p><a href="https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/niftygui/TestNiftyToMesh.java">TestNiftyToMesh.java</a> - Can be found in <a href="#../../sdk/sample_code.adoc#the-jme3tests-project-template#" class="page unresolved">jme3 tests</a> also.</p>
+<p><a href="https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/niftygui/TestNiftyToMesh.java">TestNiftyToMesh.java</a> - Can be found in <a href="../../sdk/sample_code.html#the-jme3tests-project-template.adoc" class="page">jme3 tests</a> also.</p>
 </li>
 </ul>
 </div>

+ 1 - 1
docs/jme3/advanced/particle_emitters.html

@@ -447,7 +447,7 @@ Creating an effect involves some trial and error to get the settings <em>just ri
 </td>
 <td class="content">
 <div class="paragraph">
-<p>Use the <a href="#../../sdk/scene_explorer.adoc" class="page unresolved">Scene Explorer</a> in the <a href="#../../sdk.adoc" class="page unresolved">SDK</a> to design and preview effects.</p>
+<p>Use the <a href="../../sdk/scene_explorer.html" class="page">Scene Explorer</a> in the <a href="../../sdk/sdk.html" class="page">SDK</a> to design and preview effects.</p>
 </div>
 </td>
 </tr>

+ 2 - 2
docs/jme3/advanced/save_and_load.html

@@ -439,7 +439,7 @@
 <p>Spatials (that is Nodes and Geometries) can contain audio and light nodes, particle emitters, controls, and user data (player score, health, inventory, etc). For your game distribution, you must convert all original models to a faster binary format. You save individual Spatials as well as scenes using <code>com.jme3.export.binary.BinaryExporter</code>.</p>
 </div>
 <div class="paragraph">
-<p>The jMonkeyEngine&#8217;s binary file format is called <code>.j3o</code>. You can convert, view and edit .j3o files and their materials in the jMonkeyEngine <a href="#../../sdk.adoc" class="page unresolved">SDK</a> and compose scenes (this does not include editing meshes). For the conversion, you can either use the BinaryExporters, or a context menu in the SDK.</p>
+<p>The jMonkeyEngine&#8217;s binary file format is called <code>.j3o</code>. You can convert, view and edit .j3o files and their materials in the jMonkeyEngine <a href="../../sdk/sdk.html" class="page">SDK</a> and compose scenes (this does not include editing meshes). For the conversion, you can either use the BinaryExporters, or a context menu in the SDK.</p>
 </div>
 <div class="admonitionblock important">
 <table>
@@ -476,7 +476,7 @@
 <h2 id="saving-a-node"><a class="anchor" href="#saving-a-node"></a>Saving a Node</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>The following example overrides <code>stop()</code> in SimpleApplication to save the rootNode to a file when the user quits the application. The saved rootNode is a normal .j3o binary file that you can open in the <a href="#../../sdk.adoc" class="page unresolved">SDK</a>.</p>
+<p>The following example overrides <code>stop()</code> in SimpleApplication to save the rootNode to a file when the user quits the application. The saved rootNode is a normal .j3o binary file that you can open in the <a href="../../sdk/sdk.html" class="page">SDK</a>.</p>
 </div>
 <div class="admonitionblock warning">
 <table>

+ 1 - 1
docs/jme3/advanced/shape.html

@@ -766,7 +766,7 @@ rootNode.attachChild(geom);                    // attach geometry to a node</cod
 <div class="ulist">
 <ul>
 <li>
-<p><a href="#../../tutorials:intermediate/optimization.adoc" class="page unresolved">Optimization</a> – The GeometryBatchFactory class combines several of your shapes with the same texture into one mesh with one texture.</p>
+<p><a href="../../tutorials/intermediate/optimization.html" class="page">Optimization</a> – The GeometryBatchFactory class combines several of your shapes with the same texture into one mesh with one texture.</p>
 </li>
 </ul>
 </div>

+ 1 - 1
docs/jme3/advanced/sky.html

@@ -548,7 +548,7 @@ Of course the higher the resolution, the better it will look. On the other hand,
 <p><a href="free_skymaps.html" class="page">How to create free skymaps</a></p>
 </li>
 <li>
-<p><a href="#../../jme3/external/blender.html#skybox-baking#" class="page unresolved">SkyBox baking</a></p>
+<p><a href="../external/blender.html#skybox-baking.adoc" class="page">SkyBox baking</a></p>
 </li>
 </ul>
 </div>

+ 3 - 3
docs/jme3/advanced/spatial.html

@@ -442,7 +442,7 @@
 <p>The rootNode is the central element of the scene graph. Even if the scene graph is empty, it always contains at least the rootNode. We <em>attach</em> Spatials to the rootNode. Attached Spatials are always in a <em>parent-child relationship</em>. Every time you attach a Spatial to something, it is implicitly detached from its previous parent. A Spatial can have only one parent. A Spatial can have several children.</p>
 </div>
 <div class="paragraph">
-<p>If you think you need to understand the scene graph concept better, please read <a href="#../../tutorials:intermediate/scenegraph_for_dummies.adoc" class="page unresolved">Scenegraph for dummies</a> first.</p>
+<p>If you think you need to understand the scene graph concept better, please read <a href="../../tutorials/intermediate/scenegraph_for_dummies.html" class="page">Scenegraph for dummies</a> first.</p>
 </div>
 </div>
 </div>
@@ -675,7 +675,7 @@ playerNode.getControl(PlayerControl.class).setHealth(99);</code></pre>
 <p>You can add as many data objects (of String, Boolean, Integer, Float, Array types) to a Spatial as you want. Just make sure to label them with unique case-sensitive strings (<code>health</code>, <code>Inventory</code>, <code>equipment</code>, etc).</p>
 </li>
 <li>
-<p>The saved data can even be a custom Java object if you make the custom Java class <a href="save_and_load.html#custom_savable_class" class="page">implement the Savable interface</a>!</p>
+<p>The saved data can even be a custom Java object if you make the custom Java class <a href="save_and_load.html#custom-savable-class" class="page">implement the Savable interface</a>!</p>
 </li>
 <li>
 <p>When you save a Spatial as a .j3o file, the custom data is saved, too, and all Savables are restored the next time you load the .j3o!</p>
@@ -800,7 +800,7 @@ playerNode.getControl(PlayerControl.class).setHealth(99);</code></pre>
 <div class="ulist">
 <ul>
 <li>
-<p><a href="#../../jme3/intermediate/optimization.adoc" class="page unresolved">Optimization</a> – The GeometryBatchFactory class batches several Geometries into meshes with each their own texture.</p>
+<p><a href="../../tutorials/intermediate/optimization.html" class="page">Optimization</a> – The GeometryBatchFactory class batches several Geometries into meshes with each their own texture.</p>
 </li>
 <li>
 <p><a href="traverse_scenegraph.html" class="page">Traverse SceneGraph</a> – Find any Node or Geometry in the scenegraph.</p>

+ 3 - 3
docs/jme3/advanced/terrain.html

@@ -451,7 +451,7 @@
 <p><strong>Splatting:</strong> The ability to paint multiple textures onto your terrain. What differs here from JME2 is that this is all done in a shader, no more render passes. So it performs much faster.</p>
 </li>
 <li>
-<p><strong>Real-time editing:</strong> <a href="#../../sdk/terrain_editor.adoc" class="page unresolved">TerraMonkey terrains are editable in jMonkeyEngine SDK</a>, and you are able to modify them in real time, for example by raising and lowering the terrain.</p>
+<p><strong>Real-time editing:</strong> <a href="../../sdk/terrain_editor.html" class="page">TerraMonkey terrains are editable in jMonkeyEngine SDK</a>, and you are able to modify them in real time, for example by raising and lowering the terrain.</p>
 </li>
 </ul>
 </div>
@@ -561,7 +561,7 @@
 </td>
 <td class="content">
 <div class="paragraph">
-<p>We recommend to <a href="#../../sdk/terrain_editor.adoc" class="page unresolved">create and edit Splat Textures for terrains visually in the jMonkeyEngine SDK</a>, and not do it manually. If you are simply curious about how the SDK&#8217;s terrain texture plugin works, or if you indeed want to generate materials manually, then read on for the implementation details.</p>
+<p>We recommend to <a href="../../sdk/terrain_editor.html" class="page">create and edit Splat Textures for terrains visually in the jMonkeyEngine SDK</a>, and not do it manually. If you are simply curious about how the SDK&#8217;s terrain texture plugin works, or if you indeed want to generate materials manually, then read on for the implementation details.</p>
 </div>
 </td>
 </tr>
@@ -745,7 +745,7 @@
 </ul>
 </div>
 <div class="paragraph">
-<p>You can hand-paint Alpha, Diffuse, Glow, and Specular maps in a drawing program, like Photoshop. Define each splat texture in the Alpha Map in either Red, Green, Blue, or Alpha (=RGBA). The JmeTests project bundled in the <a href="#../../sdk.adoc" class="page unresolved">SDK</a> includes some image files that show you how this works. The example images show a terrain heightmap next to its Alpha Map (which has been prepare for 3 Diffuse Maps), and one examplary Diffuse/Normal Map pair.</p>
+<p>You can hand-paint Alpha, Diffuse, Glow, and Specular maps in a drawing program, like Photoshop. Define each splat texture in the Alpha Map in either Red, Green, Blue, or Alpha (=RGBA). The JmeTests project bundled in the <a href="../../sdk/sdk.html" class="page">SDK</a> includes some image files that show you how this works. The example images show a terrain heightmap next to its Alpha Map (which has been prepare for 3 Diffuse Maps), and one examplary Diffuse/Normal Map pair.</p>
 </div>
 </div>
 </div>

+ 4 - 4
docs/jme3/advanced/terrain_collision.html

@@ -437,7 +437,7 @@
 <h2 id="terrain-collision"><a class="anchor" href="#terrain-collision"></a>Terrain Collision</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>This tutorial expands the HelloTerrain tutorial and makes the terrain solid. You combine what you learned in <a href="#../../jme3/beginner/hello_terrain.adoc" class="page unresolved">Hello Terrain</a> and <a href="#../../jme3/beginner/hello_collision.adoc" class="page unresolved">Hello Collision</a> and add a CollisionShape to the terrain. The terrain&#8217;s CollisionShape lets the first-person player (who is also a CollisionShape) collide with the terrain, i.e. walk on it and stand on it.</p>
+<p>This tutorial expands the HelloTerrain tutorial and makes the terrain solid. You combine what you learned in <a href="../../tutorials/beginner/hello_terrain.html" class="page">Hello Terrain</a> and <a href="../../tutorials/beginner/hello_collision.html" class="page">Hello Collision</a> and add a CollisionShape to the terrain. The terrain&#8217;s CollisionShape lets the first-person player (who is also a CollisionShape) collide with the terrain, i.e. walk on it and stand on it.</p>
 </div>
 </div>
 </div>
@@ -658,7 +658,7 @@ public class HelloTerrainCollision extends SimpleApplication
 <div class="sect2">
 <h3 id="the-terrain-code"><a class="anchor" href="#the-terrain-code"></a>The Terrain Code</h3>
 <div class="paragraph">
-<p>Read <a href="#../../jme3/beginner/hello_terrain.adoc" class="page unresolved">Hello Terrain</a> for details of the following parts that we reuse:</p>
+<p>Read <a href="../../tutorials/beginner/hello_terrain.html" class="page">Hello Terrain</a> for details of the following parts that we reuse:</p>
 </div>
 <div class="olist arabic">
 <ol class="arabic">
@@ -677,7 +677,7 @@ public class HelloTerrainCollision extends SimpleApplication
 <div class="sect2">
 <h3 id="the-collision-detection-code"><a class="anchor" href="#the-collision-detection-code"></a>The Collision Detection Code</h3>
 <div class="paragraph">
-<p>Read <a href="#../../jme3/beginner/hello_collision.adoc" class="page unresolved">Hello Collision</a> for details of the following parts that we reuse:</p>
+<p>Read <a href="../../tutorials/beginner/hello_collision.html" class="page">Hello Collision</a> for details of the following parts that we reuse:</p>
 </div>
 <div class="olist arabic">
 <ol class="arabic">
@@ -760,7 +760,7 @@ public class HelloTerrainCollision extends SimpleApplication
 <div class="ulist">
 <ul>
 <li>
-<p><a href="#../../jme3/beginner/hello_terrain.adoc" class="page unresolved">Hello Terrain</a>,</p>
+<p><a href="../../tutorials/beginner/hello_terrain.html" class="page">Hello Terrain</a>,</p>
 </li>
 <li>
 <p><a href="terrain.html" class="page">Terrain</a></p>

+ 2 - 2
docs/jme3/advanced/update_loop.html

@@ -436,7 +436,7 @@
 <div id="preamble">
 <div class="sectionbody">
 <div class="paragraph">
-<p>Extending your application from com.jme3.app.<a href="../intermediate/simpleapplication.html" class="page">SimpleApplication</a> provides you with an update loop. This is where you implement your game logic (game mechanics).</p>
+<p>Extending your application from <a href="../intermediate/simpleapplication.html" class="page">com.jme3.app.SimpleApplication</a> provides you with an update loop. This is where you implement your game logic (game mechanics).</p>
 </div>
 <div class="paragraph">
 <p>Some usage examples: Here you remote-control NPCs (computer controlled characters), generate game events, and respond to user input.</p>
@@ -506,7 +506,7 @@ The jME window closes and the loop ends.</p>
 <h2 id="usage"><a class="anchor" href="#usage"></a>Usage</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>In a trivial <a href="../intermediate/simpleapplication.html" class="page">SimpleApplication</a> (such as a <a href="#../../tutorials:beginner.adoc" class="page unresolved">Hello World tutorial</a>), all code is either in the <code>simpleInitApp()</code> (initialization) or <code>simpleUpdate()</code> (behaviour) method – or in a helper method/class that is called from one of these two. This trivial approach will make your main class very long, hard to read, and hard to maintain. You don&#8217;t need to load the whole scene at once, and you don&#8217;t need to run all conditionals tests all the time.</p>
+<p>In a trivial <a href="../intermediate/simpleapplication.html" class="page">SimpleApplication</a> (such as a <a href="../../tutorials/beginner/beginner.html" class="page">Hello World tutorial</a>), all code is either in the <code>simpleInitApp()</code> (initialization) or <code>simpleUpdate()</code> (behaviour) method – or in a helper method/class that is called from one of these two. This trivial approach will make your main class very long, hard to read, and hard to maintain. You don&#8217;t need to load the whole scene at once, and you don&#8217;t need to run all conditionals tests all the time.</p>
 </div>
 <div class="paragraph">
 <p>It&#8217;s a best practice to modularize your game mechanics and spread out initialization and update loop code over several Java objects:</p>

+ 1 - 1
docs/jme3/advanced/walking_character.html

@@ -436,7 +436,7 @@
 <div id="preamble">
 <div class="sectionbody">
 <div class="paragraph">
-<p>In the <a href="#../../jme3/beginner/hello_collision.adoc" class="page unresolved">Hello Collision</a> tutorial and the <a href="https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/bullet/TestQ3.java">TestQ3.java</a> code sample you have seen how to create collidable landscapes and walk around in a first-person perspective. The first-person camera is enclosed by a collision shape and is steered by the BetterCharacterControl.</p>
+<p>In the <a href="../../tutorials/beginner/hello_collision.html" class="page">Hello Collision</a> tutorial and the <a href="https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/bullet/TestQ3.java">TestQ3.java</a> code sample you have seen how to create collidable landscapes and walk around in a first-person perspective. The first-person camera is enclosed by a collision shape and is steered by the BetterCharacterControl.</p>
 </div>
 <div class="paragraph">
 <p>Other games however require a third-person perspective of the character: In these cases you use a CharacterControl on a Spatial. This example also shows how to set up custom navigation controls, so you can press WASD to make the third-person character walk; and how to implement dragging the mouse to rotate.</p>

+ 0 - 17
docs/jme3/contributions/entitysystem/detailed.html

@@ -1252,20 +1252,6 @@ Definition notations:
 </li>
 </ol>
 </div>
-<div class="admonitionblock tip">
-<table>
-<tr>
-<td class="icon">
-<i class="fa icon-tip" title="Tip"></i>
-</td>
-<td class="content">
-<div class="paragraph">
-<p>Because a lot of people find interests about the down side of ES, I&#8217;ve listed them carefully here <a href="#../../../jme3/contributions/entitysystem/detailed/cons.adoc" class="page unresolved">cons</a>. After knowing the acceptable solutions from the authors, I will remove or marked the solved problem! [Peace! :p]</p>
-</div>
-</td>
-</tr>
-</table>
-</div>
 </div>
 <div class="sect2">
 <h3 id="es-consider-good-design-in-real-time-app"><a class="anchor" href="#es-consider-good-design-in-real-time-app"></a>ES consider good design in real-time app?</h3>
@@ -1702,9 +1688,6 @@ So this chapter will mainly answer the BIG question:</p>
 <p><strong>Our wiki link</strong></p>
 </div>
 <div class="paragraph">
-<p>[4] <a href="introduction.html" class="page">jme3:contributions:entitysystem:introduction</a></p>
-</div>
-<div class="paragraph">
 <p><strong>Beside of BLOB anti pattern, explain why ES suite as data in modern GPU, CPU!</strong></p>
 </div>
 <div class="paragraph">

+ 1 - 23
docs/jme3/contributions/entitysystem/interviews.html

@@ -520,20 +520,6 @@ Detail explanation of abbove points <a href="points.html" class="page">points</a
 <div class="paragraph">
 <p>Wiki: <a href="http://entity-systems.wikidot.com/artemis-entity-system-framework">http://entity-systems.wikidot.com/artemis-entity-system-framework</a></p>
 </div>
-<div class="admonitionblock important">
-<table>
-<tr>
-<td class="icon">
-<i class="fa icon-important" title="Important"></i>
-</td>
-<td class="content">
-<div class="paragraph">
-<p>Review: HERE! <a href="#../../../jme3/contributions/entitysystem/interviews/artemis.adoc" class="page unresolved">artemis</a> because I can not contact with author of Artemis at the moment so I will have a short review of it with some of my experience working on it and base on its source code!</p>
-</div>
-</td>
-</tr>
-</table>
-</div>
 <div class="sect3">
 <h4 id="short-conclusion"><a class="anchor" href="#short-conclusion"></a>Short conclusion</h4>
 <div class="paragraph">
@@ -589,9 +575,6 @@ Detail explanation of abbove points <a href="points.html" class="page">points</a
 <div class="paragraph">
 <p>Links: <a href="https://hub.jmonkeyengine.org/t/zay-es-links-more-chars-because-forum-is-dumb/27135">https://hub.jmonkeyengine.org/t/zay-es-links-more-chars-because-forum-is-dumb/27135</a></p>
 </div>
-<div class="paragraph">
-<p>Interview: <a href="#../../../jme3/contributions/entitysystem/interviews/zay-es.adoc" class="page unresolved">zay-es</a></p>
-</div>
 <div class="admonitionblock important">
 <table>
 <tr>
@@ -655,15 +638,10 @@ Detail explanation of abbove points <a href="points.html" class="page">points</a
 <div class="paragraph">
 <p>Post: <a href="https://hub.jmonkeyengine.org/t/entitymonkey-a-simple-entity-system-for-jme/23235">https://hub.jmonkeyengine.org/t/entitymonkey-a-simple-entity-system-for-jme/23235</a></p>
 </div>
-<div class="paragraph">
-<p>Interview: <a href="#../../../jme3/contributions/entitysystem/interviews/em-es.adoc" class="page unresolved">em-es</a></p>
-</div>
 </div>
 <div class="sect2">
 <h3 id="private-empire-phoenix"><a class="anchor" href="#private-empire-phoenix"></a>Private : @Empire phoenix</h3>
-<div class="paragraph">
-<p>Interview: <a href="#../../../jme3/contributions/entitysystem/interviews/emp-es.adoc" class="page unresolved">emp-es</a></p>
-</div>
+
 </div>
 </div>
 </div>

+ 1 - 1
docs/jme3/contributions/vegetationsystem/grass.html

@@ -478,7 +478,7 @@ It is well commented, and can be used as a primer on how to set up a simple gras
 <p>Grass and foliage often use alpha textures. Alpha textures are partially (or fully) transparent. A standard alpha texture contains the RGB channels, but also an additional alpha channel where the transparency values are stored.</p>
 </div>
 <div class="paragraph">
-<p>There is a tutorial on how to work with alpha textures and transparency here: <a href="#../../../jme3/beginner/hello_material.adoc" class="page unresolved">jme3:beginner:hello_material</a></p>
+<p>There is a tutorial on how to work with alpha textures and transparency here: <a href="../../../tutorials/beginner/hello_material.html" class="page">jme3:beginner:hello_material</a></p>
 </div>
 </div>
 <div class="sect2">

+ 1 - 1
docs/jme3/contributions/vegetationsystem/trees.html

@@ -482,7 +482,7 @@ to check out the SimpleGrassTest.java file, because it contains a lot more infor
 <p>There are some general principles:</p>
 </div>
 <div class="paragraph">
-<p>1) In order to enable collision physics <em>at all</em>, you first need to set up a physics space. There&#8217;s a great tutorial available in the tutorials section of the jME wiki: <a href="#../../../jme3/beginner/hello_physics.adoc" class="page unresolved">jme3:beginner:hello_physics</a>.</p>
+<p>1) In order to enable collision physics <em>at all</em>, you first need to set up a physics space. There&#8217;s a great tutorial available in the tutorials section of the jME wiki: <a href="../../../tutorials/beginner/hello_physics.html" class="page">jme3:beginner:hello_physics</a>.</p>
 </div>
 <div class="paragraph">
 <p>2) If you want to enable physics with the forester, you need to provide the physics space to the Forester object. This is shown in the PhysicsTest.java file.</p>

+ 1 - 1
docs/jme3/external/3dsmax.html

@@ -436,7 +436,7 @@
 <h2 id="asset-management"><a class="anchor" href="#asset-management"></a>Asset Management</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>For the managing of assets in general, be sure to read the <a href="#../../tutorials:intermediate/multi-media_asset_pipeline.adoc" class="page unresolved">Asset Pipeline Documentation</a>. It contains vital information on how to manage your asset files.</p>
+<p>For the managing of assets in general, be sure to read the <a href="../../tutorials/intermediate/multi-media_asset_pipeline.html" class="page">Asset Pipeline Documentation</a>. It contains vital information on how to manage your asset files.</p>
 </div>
 </div>
 </div>

+ 3 - 3
docs/jme3/external/blender.html

@@ -443,7 +443,7 @@
 <h2 id="asset-management"><a class="anchor" href="#asset-management"></a>Asset Management</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>For the managing of assets in general, be sure to read the <a href="#../../tutorials:intermediate/multi-media_asset_pipeline.adoc" class="page unresolved">Asset Pipeline Documentation</a>. It contains vital information on how to manage your asset files.</p>
+<p>For the managing of assets in general, be sure to read the <a href="../../tutorials/intermediate/multi-media_asset_pipeline.html" class="page">Asset Pipeline Documentation</a>. It contains vital information on how to manage your asset files.</p>
 </div>
 </div>
 </div>
@@ -778,7 +778,7 @@ soldier2Node.attachChild(skeletonDebug);</code></pre>
 <h2 id="action-baking"><a class="anchor" href="#action-baking"></a>Action Baking</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>There are many 3D model <a href="#../../jme3/features.html#supported-external-file-types#" class="page unresolved">Supported External File Types</a> for jMonkeyEngine. Some of them bake your actions automatically on export, others don&#8217;t. Baking is a destructive process so it is recommended that you test the animation in-game first. If your animations are all messed up, try baking them or use a different exporter.</p>
+<p>There are many 3D model <a href="../features.html#supported-external-file-types.adoc" class="page">Supported External File Types</a> for jMonkeyEngine. Some of them bake your actions automatically on export, others don&#8217;t. Baking is a destructive process so it is recommended that you test the animation in-game first. If your animations are all messed up, try baking them or use a different exporter.</p>
 </div>
 <div class="paragraph">
 <p>If you find yourself in need of baking, the process is as follows.</p>
@@ -1310,7 +1310,7 @@ The asterisk <kbd>*</kbd> next to the <code>Image</code> menu item means the ima
 <h2 id="importing-the-model-in-the-sdk-and-creating-the-appropriate-material"><a class="anchor" href="#importing-the-model-in-the-sdk-and-creating-the-appropriate-material"></a>Importing the model in the SDK and creating the appropriate material</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>Once this is done, export your model with one of the 3D model <a href="../features.html#supported-external-file-types" class="page">Supported External File Types</a> and convert it into a <code>.j3o</code> with the SDK, or the JME <a href="https://javadoc.jmonkeyengine.org/v3.3.2-stable/com/jme3/export/binary/BinaryExporter.html">BinaryExporter</a>.</p>
+<p>Once this is done, export your model with one of the 3D model xref:jme3/features#supported-external-file-types,Supported External File Types] and convert it into a <code>.j3o</code> with the SDK, or the JME <a href="https://javadoc.jmonkeyengine.org/v3.3.2-stable/com/jme3/export/binary/BinaryExporter.html">BinaryExporter</a>.</p>
 </div>
 <div class="ulist">
 <ul>

+ 1 - 1
docs/jme3/intermediate/simpleapplication.html

@@ -462,7 +462,7 @@
 <i class="fa icon-note" title="Note"></i>
 </td>
 <td class="content">
-The SimpleApplication class is undergoing changes. To understand how these changes may affect your projects and how to best prepare for them, see  <a href="#../../jme3/beginner/hello_simpleapplication.adoc#the-future-of-simpleapplication#" class="page unresolved">The Future of SimpleApplication</a> topic in the &#8220;Hello SimpleApplication&#8221; tutorial for beginners.
+The SimpleApplication class is undergoing changes. To understand how these changes may affect your projects and how to best prepare for them, see  <a href="../../tutorials/beginner/hello_simpleapplication.html#the-future-of-simpleapplication" class="page">The Future of SimpleApplication</a> topic in the &#8220;Hello SimpleApplication&#8221; tutorial for beginners.
 </td>
 </tr>
 </table>

+ 1 - 1
docs/jme3/matrix.html

@@ -653,7 +653,7 @@
 <div class="sect2">
 <h3 id="transformations"><a class="anchor" href="#transformations"></a>Transformations</h3>
 <div class="paragraph">
-<p>Multiplying a <a href="#../tutorials:intermediate/terminology.adoc#vectors" class="page unresolved">Vector</a> with a Matrix allows the Vector to be transformed. Either rotating, scaling or translating that Vector.</p>
+<p>Multiplying a <a href="../tutorials/intermediate/terminology.html#vectors" class="page">Vector</a> with a Matrix allows the Vector to be transformed. Either rotating, scaling or translating that Vector.</p>
 </div>
 <div class="sect3">
 <h4 id="scaling"><a class="anchor" href="#scaling"></a>Scaling</h4>

+ 3 - 3
docs/jme3/quaternion.html

@@ -519,7 +519,7 @@ s.getLocalRotation().fromAngles(angles);</code></pre>
 <div class="sect2">
 <h3 id="three-axes"><a class="anchor" href="#three-axes"></a>Three Axes</h3>
 <div class="paragraph">
-<p>If you have three axes that define your rotation, where the axes define the left axis, up axis and directional axis respectively) you can make use of <code>fromAxes</code> to generate the Quaternion. It should be noted that this will generate a new <a href="matrix.html" class="page">Matrix</a> object that is then garbage collected, thus, this method should not be used if it will be called many times. Again, <code>toAxes</code> will populate a <a href="#../tutorials:intermediate/terminology.adoc#vectors" class="page unresolved">Vector3f</a> array.</p>
+<p>If you have three axes that define your rotation, where the axes define the left axis, up axis and directional axis respectively) you can make use of <code>fromAxes</code> to generate the Quaternion. It should be noted that this will generate a new <a href="matrix.html" class="page">Matrix</a> object that is then garbage collected, thus, this method should not be used if it will be called many times. Again, <code>toAxes</code> will populate a <a href="../tutorials/intermediate/terminology.html#vectors" class="page">Vector3f</a> array.</p>
 </div>
 <div class="sect3">
 <h4 id="example-rotate-a-spatial-using-fromaxes"><a class="anchor" href="#example-rotate-a-spatial-using-fromaxes"></a>Example - Rotate a Spatial Using fromAxes</h4>
@@ -539,7 +539,7 @@ s.getLocalRotation().fromAxes(axes);</code></pre>
 <div class="sect2">
 <h3 id="rotation-matrix"><a class="anchor" href="#rotation-matrix"></a>Rotation Matrix</h3>
 <div class="paragraph">
-<p>Commonly you might find yourself with a <a href="matrix.html" class="page">Matrix</a> defining a <a href="#../tutorials:rotate.adoc#toolbar" class="page unresolved">rotation</a>. In fact, it&#8217;s very common to contain a rotation in a Matrix, create a Quaternion, rotate the Quaternion, and then get the Matrix back. Quaternion contains a <code>fromRotationMatrix</code> method that will create the appropriate Quaternion based on the given Matrix. The <code>toRotationMatrix</code> will populate a given Matrix.</p>
+<p>Commonly you might find yourself with a <a href="matrix.html" class="page">Matrix</a> defining a <a href="../tutorials/intermediate/rotate.html" class="page">rotation</a>. In fact, it&#8217;s very common to contain a rotation in a Matrix, create a Quaternion, rotate the Quaternion, and then get the Matrix back. Quaternion contains a <code>fromRotationMatrix</code> method that will create the appropriate Quaternion based on the given Matrix. The <code>toRotationMatrix</code> will populate a given Matrix.</p>
 </div>
 <div class="sect3">
 <h4 id="example-rotate-a-spatial-using-a-rotation-matrix"><a class="anchor" href="#example-rotate-a-spatial-using-a-rotation-matrix"></a>Example - Rotate a Spatial Using a Rotation Matrix</h4>
@@ -578,7 +578,7 @@ Quaternion q3 = q1.slerp(q2, 0.5f);</code></pre>
 <div class="ulist">
 <ul>
 <li>
-<p>See <a href="#../jme3/rotate.adoc" class="page unresolved">3D-Rotations</a> for troubleshooting and extra information on using quaternions.</p>
+<p>See <a href="../tutorials/intermediate/rotate.html" class="page">3D-Rotations</a> for troubleshooting and extra information on using quaternions.</p>
 </li>
 </ul>
 </div>

+ 2 - 2
docs/jme3/setting_up_jme3_in_eclipse.html

@@ -515,7 +515,7 @@
 </ol>
 </div>
 <div class="paragraph">
-<p>All necessary JAR libraries are now on the classpath and should appear in the Referenced Libraries list. For a detailed description of the separate jar files see <a href="jme3_source_structure.html#structure_of_jmonkeyengine3_jars" class="page">this list</a>.</p>
+<p>All necessary JAR libraries are now on the classpath and should appear in the Referenced Libraries list. For a detailed description of the separate jar files see xref:jme3/jme3_source_structure#structure_of_jmonkeyengine3_jars,this list].</p>
 </div>
 </div>
 </div>
@@ -579,7 +579,7 @@
 </ol>
 </div>
 <div class="paragraph">
-<p>You can now continue to write <a href="#../jme3/beginner/hello_simpleapplication.adoc" class="page unresolved">your first jme3 application</a>!</p>
+<p>You can now continue to write <a href="../tutorials/beginner/hello_simpleapplication.html" class="page">your first jme3 application</a>!</p>
 </div>
 </div>
 </div>

+ 2 - 2
docs/jme3/setting_up_netbeans_and_jme3.html

@@ -436,7 +436,7 @@
 <div id="preamble">
 <div class="sectionbody">
 <div class="paragraph">
-<p>For development with the jMonkeyEngine 3, we recommend to use the jMonkeyEngine <a href="#../sdk.adoc" class="page unresolved">SDK</a>.</p>
+<p>For development with the jMonkeyEngine 3, we recommend to use the jMonkeyEngine <a href="../sdk/sdk.html" class="page">SDK</a>.</p>
 </div>
 <div class="paragraph">
 <p>Alternatively, you can use your favorite IDE: In this tutorial we show how to download and set up the latest nightly build of the jMonkeyEngine 3 for use with the NetBeans IDE. Instructions for <a href="setting_up_jme3_in_eclipse.html" class="page">Eclipse</a> are also available.</p>
@@ -645,7 +645,7 @@
 <h2 id="writing-a-simpleapplication"><a class="anchor" href="#writing-a-simpleapplication"></a>Writing a SimpleApplication</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>You can now continue to write <a href="#../jme3/beginner/hello_simpleapplication.adoc" class="page unresolved">your first jme3 application</a>!</p>
+<p>You can now continue to write <a href="../tutorials/beginner/hello_simpleapplication.html" class="page">your first jme3 application</a>!</p>
 </div>
 </div>
 </div>

+ 5 - 5
docs/jme3/simpleapplication_from_the_commandline.html

@@ -436,7 +436,7 @@
 <div id="preamble">
 <div class="sectionbody">
 <div class="paragraph">
-<p>Although we recommend the jMonkeyEngine <a href="#../sdk.adoc" class="page unresolved">SDK</a> for developing JME3 games, you can use any IDE (integrated development environment) such as <a href="setting_up_netbeans_and_jme3.html" class="page">NetBeans</a> or <a href="setting_up_jme3_in_eclipse.html" class="page">Eclipse</a>, and even work freely from the command-line. Here is a generic IDE-independent &#8220;getting started&#8221; tutorial.</p>
+<p>Although we recommend the jMonkeyEngine <a href="../sdk/sdk.html" class="page">SDK</a> for developing JME3 games, you can use any IDE (integrated development environment) such as <a href="setting_up_netbeans_and_jme3.html" class="page">NetBeans</a> or <a href="setting_up_jme3_in_eclipse.html" class="page">Eclipse</a>, and even work freely from the command-line. Here is a generic IDE-independent &#8220;getting started&#8221; tutorial.</p>
 </div>
 </div>
 </div>
@@ -565,7 +565,7 @@ dependencies {
 </div>
 </div>
 <div class="paragraph">
-<p>For a detailed description of the separate jar files see <a href="jme3_source_structure.html#structure_of_jmonkeyengine3_jars" class="page">this list</a>.</p>
+<p>For a detailed description of the separate jar files see xref:jme3/jme3_source_structure#structure_of_jmonkeyengine3_jars,this list].</p>
 </div>
 <div class="paragraph">
 <p>That&#8217;s it, you&#8217;re done. After the clone, you will have a project that contains a source package with a default blue cube JME3 app and a subproject that has the proper asset directory structure for your assets.</p>
@@ -629,7 +629,7 @@ mkdir HelloJME3/src/mygame</code></pre>
 <h2 id="libraries"><a class="anchor" href="#libraries"></a>Libraries</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>Next you copy the necessary JAR libraries from the download to your project. You only have to do this set of steps once every time you download a new JME3 build. For a detailed description of the separate jar files see <a href="jme3_source_structure.html#structure_of_jmonkeyengine3_jars" class="page">this list</a>.</p>
+<p>Next you copy the necessary JAR libraries from the download to your project. You only have to do this set of steps once every time you download a new JME3 build. For a detailed description of the separate jar files see xref:jme3/jme3_source_structure#structure_of_jmonkeyengine3_jars,this list].</p>
 </div>
 <div class="listingblock">
 <div class="content">
@@ -719,7 +719,7 @@ If you use Windows, the classpath separator is <kbd>\</kbd>  instead of <kbd>/</
 <h2 id="recommended-asset-directory-structure"><a class="anchor" href="#recommended-asset-directory-structure"></a>Recommended Asset Directory Structure</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>For <a href="#../tutorials:intermediate/multi-media_asset_pipeline.adoc" class="page unresolved">multi-media files, models, and other assets</a>, we recommend creating the following project structure:</p>
+<p>For <a href="../tutorials/intermediate/multi-media_asset_pipeline.html" class="page">multi-media files, models, and other assets</a>, we recommend creating the following project structure:</p>
 </div>
 <div class="listingblock">
 <div class="content">
@@ -756,7 +756,7 @@ mkdir assets/Textures</code></pre>
 <h2 id="next-steps"><a class="anchor" href="#next-steps"></a>Next Steps</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>Now follow the <a href="../jme3.html" class="page">tutorials</a> and write your first jMonkeyEngine game.</p>
+<p>Now follow the <a href="../tutorials/beginner/beginner.html" class="page">tutorials</a> and write your first jMonkeyEngine game.</p>
 </div>
 </div>
 </div>

+ 2 - 2
docs/jme3/the_scene_graph.html

@@ -436,7 +436,7 @@
 <div id="preamble">
 <div class="sectionbody">
 <div class="paragraph">
-<p>Before you start making games, make sure you understand general <a href="#tutorials:terminology.adoc" class="page unresolved">3D Graphics terminology</a>.</p>
+<p>Before you start making games, make sure you understand general <a href="../tutorials/intermediate/terminology.html" class="page">3D Graphics terminology</a>.</p>
 </div>
 <div class="paragraph">
 <p>Second, if you are a beginner, we recommend our <a href="../tutorials/intermediate/scenegraph_for_dummies.html" class="page">Scene Graph for Dummies</a> presentation for a visual introduction to the concept of a scene graph.</p>
@@ -739,7 +739,7 @@ Example: The point <code>new Vector3f(3,-5,1)</code> is 3 steps to the right, 5
 <h2 id="how-to-use-this-knowledge"><a class="anchor" href="#how-to-use-this-knowledge"></a>How to Use This Knowledge?</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>Before you start creating your game, you should plan your scene graph: Which Nodes and Geometries will you need? Complete the <a href="#tutorials:beginner.adoc" class="page unresolved">Beginner tutorials</a> to learn how to load and create Spatials, how to lay out a scene by attaching, detaching, and transforming Spatials, and how to add interaction and effects to a game.</p>
+<p>Before you start creating your game, you should plan your scene graph: Which Nodes and Geometries will you need? Complete the <a href="../tutorials/beginner/beginner.html" class="page">Beginner tutorials</a> to learn how to load and create Spatials, how to lay out a scene by attaching, detaching, and transforming Spatials, and how to add interaction and effects to a game.</p>
 </div>
 </div>
 </div>

+ 2 - 2
docs/jme3/tools/charts.html

@@ -449,7 +449,7 @@
 <p>About the <a href="navigation.html" class="page">Navigation package</a>.</p>
 </li>
 <li>
-<p>How to create a <a href="#../../jme3/beginner/hello_terrain.adoc" class="page unresolved">3D landscape</a> using image-based heightmaps.</p>
+<p>How to create a <a href="../../tutorials/beginner/hello_terrain.html" class="page">3D landscape</a> using image-based heightmaps.</p>
 </li>
 </ul>
 </div>
@@ -468,7 +468,7 @@
 <h2 id="displaying-your-first-chart"><a class="anchor" href="#displaying-your-first-chart"></a>Displaying your first chart</h2>
 <div class="sectionbody">
 <div class="paragraph">
-<p>Let&#8217;s think about how we are going to get JME to display our terrain. The easiest way is to use JME&#8217;s`ImageBasedHeightMap`. Recall from the <a href="#../../jme3/beginner/hello_terrain.adoc" class="page unresolved">Hello Terrain</a> tutorial that these are grayscale images which JME uses to create a terrain quad. So, in order to display a chart, we need an image of a (two-dimensional) mercator projection (such as the one depicted below), which we then load using:</p>
+<p>Let&#8217;s think about how we are going to get JME to display our terrain. The easiest way is to use JME&#8217;s`ImageBasedHeightMap`. Recall from the <a href="../../tutorials/beginner/hello_terrain.html" class="page">Hello Terrain</a> tutorial that these are grayscale images which JME uses to create a terrain quad. So, in order to display a chart, we need an image of a (two-dimensional) mercator projection (such as the one depicted below), which we then load using:</p>
 </div>
 <div class="listingblock">
 <div class="content">

+ 1 - 1
docs/jme3/webstart.html

@@ -435,7 +435,7 @@
 <div id="preamble">
 <div class="sectionbody">
 <div class="paragraph">
-<p>When you <a href="#../sdk/application_deployment.adoc" class="page unresolved">use the jMonkeyEngine SDK to deploy your application</a>, you can configure the project to build files required for WebStart automatically. If you use another IDE, or work on the command line, use the following tips to set up WebStart correctly:</p>
+<p>When you <a href="../sdk/application_deployment.html" class="page">use the jMonkeyEngine SDK to deploy your application</a>, you can configure the project to build files required for WebStart automatically. If you use another IDE, or work on the command line, use the following tips to set up WebStart correctly:</p>
 </div>
 </div>
 </div>

+ 0 - 564
docs/tasks.html

@@ -1,564 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-  <head>
-    <meta charset="utf-8">
-    <meta name="viewport" content="width=device-width,initial-scale=1">
-    <title>Wiki Tasks :: jMonkeyEngine Docs</title>
-    <link rel="canonical" href="https://wiki.jmonkeyengine.org/docs/tasks.html">
-    <meta name="generator" content="Antora 2.3.3">
-    <link rel="stylesheet" href="../_/css/site.css">
-<meta property="og:image" content="https://wiki.jmonkeyengine.org/_/img/iconx128.png">
-<meta property="og:description" content="Wiki Tasks">
-<meta property="og:title" content="jMonkeyEngine Docs">
-<link rel="stylesheet" href="../_/css/site-extra.css">
-<link rel="stylesheet" href="../_/css/vendor/docsearch.min.css">
-<!-- fetched from https://cdn.jsdelivr.net/npm/docsearch.js@2/dist/cdn/docsearch.min.css -->
-<link rel="icon" href="../_/img/favicon.ico" type="image/x-icon">
-  </head>
-  <body class="article">
-<header class="header">
-  <nav class="navbar">
-    <div class="navbar-brand">
-      <a class="navbar-item" href="https://wiki.jmonkeyengine.org">
-        <img alt="" src="../_/img/jme-logo.png" height="32" type="image/x-icon">
-      </a>
-      <div class="navbar-item hide-for-print">
-        <input id="search-input" type="text" placeholder="Search docs">
-      </div>
-      <button class="navbar-burger" data-target="topbar-nav">
-        <span></span>
-        <span></span>
-        <span></span>
-      </button>
-    </div>
-    <div id="topbar-nav" class="navbar-menu">
-      <div class="navbar-end">
-        <div class="navbar-item theme-switch-wrapper">
-          <label class="theme-switch" for="checkbox">
-            <input type="checkbox" id="checkbox" />
-            <div class="slider round"></div>
-          </label>
-        </div>
-        <a class="navbar-item" href="https://github.com/jmonkeyengine/wiki">Github</a>
-      </div>
-    </div>
-  </nav>
-</header>
-<div class="body">
-<div class="nav-container" data-component="docs" data-version="master">
-  <aside class="nav">
-    <div class="panels">
-<div class="nav-panel-menu is-active" data-panel="menu">
-  <nav class="nav-menu">
-    <h3 class="title"><a href="documentation.html">Docs</a></h3>
-<ul class="nav-list">
-  <li class="nav-item" data-depth="0">
-<ul class="nav-list">
-  <li class="nav-item" data-depth="1">
-    <a class="nav-link" href="documentation.html">Getting Started</a>
-  </li>
-  <li class="nav-item" data-depth="1">
-    <a class="nav-link" href="https://javadoc.jmonkeyengine.org/v3.3.2-stable">JavaDoc</a>
-  </li>
-  <li class="nav-item" data-depth="1">
-    <a class="nav-link" href="jme3.html">jMonkeyEngine 3</a>
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-<p>This page lists all tasks in the wiki.</p>
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-<p><span class="image"><img src="_images/tasks_sdk_noform" alt="tasks_sdk_noform" width="" height=""></span></p>
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-<h3 id="creating-tasks"><a class="anchor" href="#creating-tasks"></a>Creating Tasks</h3>
-<div class="paragraph">
-<p>Place <code>~~TASK~~</code> on any page to mark it as a task. The title (first heading) is considered to be the summary of the task, the contents its description. Use Alt-N on mac to create a ~ character.</p>
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-<h3 id="full-usage-description"><a class="anchor" href="#full-usage-description"></a>Full usage description</h3>
-<div class="literalblock">
-<div class="content">
-<pre>~~TASK:[user]?[due date][priority]~~</pre>
-</div>
-</div>
-<table class="tableblock frame-all grid-all stretch">
-<colgroup>
-<col style="width: 33.3333%;">
-<col style="width: 33.3333%;">
-<col style="width: 33.3334%;">
-</colgroup>
-<thead>
-<tr>
-<th class="tableblock halign-left valign-top">[user]</th>
-<th class="tableblock halign-left valign-top">person responsible for this task – either user or full name</th>
-<th class="tableblock halign-left valign-top">optional; default is unassigned</th>
-</tr>
-</thead>
-<tbody>
-<tr>
-<td class="tableblock halign-left valign-top"><div class="content"></div></td>
-<td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
-<p>date the task should be completed in YYYY-MM-DD form; if only year or year and month are given, the last day is assumed</p>
-</div></div></td>
-<td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
-<p>optional; default is without due date</p>
-</div></div></td>
-</tr>
-<tr>
-<td class="tableblock halign-left valign-top"><div class="content"></div></td>
-<td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
-<p>low, medium <code>!</code>, high <code>!!</code> or critical <code>!!!</code> expressed with 0 to 3 exclamation marks</p>
-</div></div></td>
-<td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
-<p>optional; default is low priority</p>
-</div></div></td>
-</tr>
-</tbody>
-</table>
-<div class="paragraph">
-<p>If a task is unassigned, any registered user of the wiki can accept it. Once a task is taken, the user to whom it is assigned to can change the status of the task to one of these values:</p>
-</div>
-<div class="ulist">
-<ul>
-<li>
-<p>rejected – task is not worthwhile or not accepted by user</p>
-</li>
-<li>
-<p>new – reassign task so somebody else can take it</p>
-</li>
-<li>
-<p>accepted – user took over task but did not yet start the work</p>
-</li>
-<li>
-<p>started – work on task started</p>
-</li>
-<li>
-<p>done – work on task completed</p>
-</li>
-</ul>
-</div>
-<div class="paragraph">
-<p>If the task is done, other users can verify whether it&#8217;s really done. If yes, the status can be set to verified.</p>
-</div>
-<div class="paragraph">
-<p>The priority is reflected by the intensity of the orange shade of the task box.</p>
-</div>
-<div class="paragraph">
-<p>Next to the title of the task box is an icon. It links to download an .ics file for the task. That can be imported by almost any calendar application that understands the VTODO component of the iCalendar standard.</p>
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docs/tutorials/beginner/hello_asset.html

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+<p>In this case, you <a href="hello_material.html" class="page">create your own Material</a> and apply it to a Geometry. You base Materials on default material descriptions (such as &#8220;Unshaded.j3md&#8221;), as shown in this example.</p>
 </div>
 </div>
 <div class="sect2">

+ 4 - 4
docs/tutorials/beginner/what_s_an_ide.html

@@ -458,7 +458,7 @@
 <p>jMonkeyEngine is a game engine written in Java. You use it by putting a JAR library on the class path, and calling its <abbr title="Application Programming Interface">API</abbr> from your Java code.</p>
 </li>
 <li>
-<p>The jMonkeyEngine <a href="#sdk.adoc" class="page unresolved">SDK</a> (Software Development Kit) is a customized NetBeans IDE that has special tools that help you develop 3D Java games.</p>
+<p>The jMonkeyEngine <a href="../../sdk/sdk.html" class="page">SDK</a> (Software Development Kit) is a customized NetBeans IDE that has special tools that help you develop 3D Java games.</p>
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+<img src="../../sdk/_images/jmonkeyplatform-docu-1.png" alt="jmonkeyplatform-docu-1.png" width="" height="">
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@@ -664,7 +664,7 @@ The essential word here is <strong>integrated</strong>: An IDE integrates all de
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 </li>
 <li>
-<p><a href="#comic.adoc" class="page unresolved">jMonkeyEngine SDK - the Comic</a></p>
+<p><a href="../../sdk/comic.html" class="page">jMonkeyEngine SDK - the Comic</a></p>
 </li>
 </ul>
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sitemap-docs.xml

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