diff --git a/advanced/custom_esc_commands.rst b/advanced/custom_esc_commands.rst index 6a934b5..4b1ff80 100644 --- a/advanced/custom_esc_commands.rst +++ b/advanced/custom_esc_commands.rst @@ -228,5 +228,5 @@ by Escoria. The classes are usually available in the (e.g. ``escoria.object_manager`` to access the :doc:`ESCObjectManager `) -.. _`GDScript`: https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_basics.html -.. _`GDScript enum Variant.Type`: https://docs.godotengine.org/en/stable/classes/class_@globalscope.html#enumerations +.. _`GDScript`: https://docs.godotengine.org/en/3.5/getting_started/scripting/gdscript/gdscript_basics.html +.. _`GDScript enum Variant.Type`: https://docs.godotengine.org/en/3.5/classes/class_@globalscope.html#enumerations diff --git a/advanced/escoria_architecture.rst b/advanced/escoria_architecture.rst index e9ae4f8..0c7fb2e 100644 --- a/advanced/escoria_architecture.rst +++ b/advanced/escoria_architecture.rst @@ -145,8 +145,8 @@ event. The event is based on the ``current_action`` set in the ESC script has an event ``:use``, the :doc:`event manager <../api/ESCEventManager>` will run that specific event. -.. _`concept of Godot plugins`: https://docs.godotengine.org/en/stable/tutorials/plugins/editor/making_plugins.html -.. _`main scene`: https://docs.godotengine.org/en/stable/getting_started/step_by_step/exporting.html#setting-a-main-scene +.. _`concept of Godot plugins`: https://docs.godotengine.org/en/3.5/tutorials/plugins/editor/making_plugins.html +.. _`main scene`: https://docs.godotengine.org/en/3.5/getting_started/step_by_step/exporting.html#setting-a-main-scene Game start sequence ------------------- diff --git a/advanced/how_to_debug.rst b/advanced/how_to_debug.rst index 70de5d6..57b5d46 100644 --- a/advanced/how_to_debug.rst +++ b/advanced/how_to_debug.rst @@ -106,7 +106,7 @@ Manager**: :align: center :alt: Crash error: Globals Manager in inspector -.. _Debugger panel documentation page: https://docs.godotengine.org/en/stable/tutorials/debug/debugger_panel.html +.. _Debugger panel documentation page: https://docs.godotengine.org/en/3.5/tutorials/debug/debugger_panel.html Escoria game crash management ----------------------------- diff --git a/advanced/index.rst b/advanced/index.rst index 56fcdbc..468ef43 100644 --- a/advanced/index.rst +++ b/advanced/index.rst @@ -17,6 +17,6 @@ features. * `The Godot API`_ * `Singletons (AutoLoad)`_ -.. _GDScript: https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/index.html -.. _The Godot API: https://docs.godotengine.org/en/stable/classes/index.html -.. _Singletons (AutoLoad): https://docs.godotengine.org/en/stable/getting_started/step_by_step/singletons_autoload.html +.. _GDScript: https://docs.godotengine.org/en/3.5/getting_started/scripting/gdscript/index.html +.. _The Godot API: https://docs.godotengine.org/en/3.5/classes/index.html +.. _Singletons (AutoLoad): https://docs.godotengine.org/en/3.5/getting_started/step_by_step/singletons_autoload.html diff --git a/api/CameraPushBlockCommand.md b/api/CameraPushBlockCommand.md index 5f0802a..f832442 100644 --- a/api/CameraPushBlockCommand.md +++ b/api/CameraPushBlockCommand.md @@ -28,7 +28,7 @@ Make sure the target is reachable if camera limits have been configured. Supported transitions include the names of the values used in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix). -See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations +See https://docs.godotengine.org/en/3.5/classes/class_tween.html?highlight=tween#enumerations For more details see: https://docs.escoria-framework.org/camera diff --git a/api/CameraPushCommand.md b/api/CameraPushCommand.md index 2a4e9f8..1913c2d 100644 --- a/api/CameraPushCommand.md +++ b/api/CameraPushCommand.md @@ -28,7 +28,7 @@ Make sure the target is reachable if camera limits have been configured. Supported transitions include the names of the values used in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix): -See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations +See https://docs.godotengine.org/en/3.5/classes/class_tween.html?highlight=tween#enumerations For more details see: https://docs.escoria-framework.org/camera diff --git a/api/CameraShiftBlockCommand.md b/api/CameraShiftBlockCommand.md index 932bb00..45028b5 100644 --- a/api/CameraShiftBlockCommand.md +++ b/api/CameraShiftBlockCommand.md @@ -25,7 +25,7 @@ camera limits have been configured. Supported transitions include the names of the values used in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix). -See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations +See https://docs.godotengine.org/en/3.5/classes/class_tween.html?highlight=tween#enumerations For more details see: https://docs.escoria-framework.org/camera diff --git a/api/CameraShiftCommand.md b/api/CameraShiftCommand.md index 1bf6818..f41e6ea 100644 --- a/api/CameraShiftCommand.md +++ b/api/CameraShiftCommand.md @@ -22,7 +22,7 @@ current location. Supported transitions include the names of the values used in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix): -https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations +https://docs.godotengine.org/en/3.5/classes/class_tween.html?highlight=tween#enumerations For more details see: https://docs.escoria-framework.org/camera diff --git a/api/ESCCamera.md b/api/ESCCamera.md index 3312c43..c3df86c 100644 --- a/api/ESCCamera.md +++ b/api/ESCCamera.md @@ -85,7 +85,7 @@ func push(p_target, p_time: float = 0, p_type: int = 0) Push the camera towards the target in terms of position and zoom level using a given transition type and time. See -https://docs.godotengine.org/en/stable/classes/class_tween.html#enumerations +https://docs.godotengine.org/en/3.5/classes/class_tween.html#enumerations #### Parameters - p_target: Target to push to @@ -102,7 +102,7 @@ Shift the camera by the given vector in a given time and using a specific Tween transition type. See -https://docs.godotengine.org/en/stable/classes/class_tween.html#enumerations +https://docs.godotengine.org/en/3.5/classes/class_tween.html#enumerations #### Parameters - p_target: Vector to shift the camera by diff --git a/api/ESCGlobalsManager.md b/api/ESCGlobalsManager.md index 8a55551..3481bf1 100644 --- a/api/ESCGlobalsManager.md +++ b/api/ESCGlobalsManager.md @@ -69,7 +69,7 @@ func filter(pattern: String) -> Dictionary Filter the globals and return all matching keys and their values as a dictionary -Check out [the Godot docs](https://docs.godotengine.org/en/stable/classes/class_string.html#class-string-method-match) +Check out [the Godot docs](https://docs.godotengine.org/en/3.5/classes/class_string.html#class-string-method-match) for the pattern format #### Parameters @@ -97,7 +97,7 @@ func set_global_wildcard(pattern: String, value) -> void ``` Set all globals that match the pattern to the value -Check out [the Godot docs](https://docs.godotengine.org/en/stable/classes/class_string.html#class-string-method-match) +Check out [the Godot docs](https://docs.godotengine.org/en/3.5/classes/class_string.html#class-string-method-match) for the pattern format #### Parameters diff --git a/api/StopSndCommand.md b/api/StopSndCommand.md index 47be89c..b7946f9 100644 --- a/api/StopSndCommand.md +++ b/api/StopSndCommand.md @@ -16,7 +16,7 @@ and `_speech`, which plays non-looping voice files (default: `_music`). Each simultaneous sound (e.g. multiple game sound effects) will require its own bus. To create additional buses, see the Godot sound documentation : -[Audio buses](https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html#doc-audio-buses) +[Audio buses](https://docs.godotengine.org/en/3.5/tutorials/audio/audio_buses.html#doc-audio-buses) **Parameters** diff --git a/getting_started/audio.rst b/getting_started/audio.rst index c83521f..cf3306d 100644 --- a/getting_started/audio.rst +++ b/getting_started/audio.rst @@ -57,4 +57,4 @@ Voice support See the :doc:`documentation about dialogs ` for more details on using voice files. -.. _`officially supported by Godot`: https://docs.godotengine.org/en/stable/getting_started/workflow/assets/importing_audio_samples.html +.. _`officially supported by Godot`: https://docs.godotengine.org/en/3.5/getting_started/workflow/assets/importing_audio_samples.html diff --git a/getting_started/backgrounds.rst b/getting_started/backgrounds.rst index 97de857..4ce62d3 100644 --- a/getting_started/backgrounds.rst +++ b/getting_started/backgrounds.rst @@ -64,6 +64,6 @@ the scene. The parameter ``lightmap_modulate`` can be used to additionally tint the ``lightmap`` texture. -.. _`ParallaxBackground`: https://docs.godotengine.org/en/stable/classes/class_parallaxbackground.html -.. _`ParallaxLayer`: https://docs.godotengine.org/en/stable/classes/class_parallaxlayer.html +.. _`ParallaxBackground`: https://docs.godotengine.org/en/3.5/classes/class_parallaxbackground.html +.. _`ParallaxLayer`: https://docs.godotengine.org/en/3.5/classes/class_parallaxlayer.html .. _`This tutorial`: https://www.youtube.com/watch?v=f8z4x6R7OSM diff --git a/getting_started/camera.rst b/getting_started/camera.rst index 5ac1010..b0d2e2b 100644 --- a/getting_started/camera.rst +++ b/getting_started/camera.rst @@ -109,4 +109,4 @@ The transitions that are supported are the names of the values used in the When specifying the ``TransitionType``, leave off the ``TRANS_`` prefix for any such parameters. -:: _`Tween type` https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations +:: _`Tween type` https://docs.godotengine.org/en/3.5/classes/class_tween.html?highlight=tween#enumerations diff --git a/getting_started/dialogs.rst b/getting_started/dialogs.rst index c46c68b..dbf7e28 100644 --- a/getting_started/dialogs.rst +++ b/getting_started/dialogs.rst @@ -140,7 +140,7 @@ like "worker_hello.ogg"). know what text the label refers to. The audio formats that Godot supports are listed here : -`https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_audio_samples.html?highlight=ogg#supported-files` +`https://docs.godotengine.org/en/3.5/tutorials/assets_pipeline/importing_audio_samples.html?highlight=ogg#supported-files` Escoria uses a configuration parameter to specify where in your directory structure to find your game's audio files. This setting can be found in @@ -155,7 +155,7 @@ Translations The detail below is only a high-level overview of Internationalization support in Godot. For more information, please see Godot's translation documentation -`https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html` +`https://docs.godotengine.org/en/3.5/tutorials/i18n/internationalizing_games.html` Creating text translations ~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -174,9 +174,9 @@ Godot's importer to import it (under `Project/Project Settings/Localization/Tranlations/Add`). For further details on creating and importing translations see -`https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_translations.html` +`https://docs.godotengine.org/en/3.5/tutorials/assets_pipeline/importing_translations.html` -Godot's built-in translation features: `https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html` +Godot's built-in translation features: `https://docs.godotengine.org/en/3.5/tutorials/i18n/internationalizing_games.html` Using text translations in your game ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -213,7 +213,7 @@ Using audio translations in your game The following is a high-level overview of the language remapping functionality provided by Godot. For more in-depth documentation, please see -`https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html?highlight=remaps#localizing-resources` +`https://docs.godotengine.org/en/3.5/tutorials/i18n/internationalizing_games.html?highlight=remaps#localizing-resources` Godot provides a mechanism to map files between the different languages you provide for your game. The mapping function can be found under diff --git a/getting_started/escoria_nodes.rst b/getting_started/escoria_nodes.rst index 254cf8a..493c16a 100644 --- a/getting_started/escoria_nodes.rst +++ b/getting_started/escoria_nodes.rst @@ -3,7 +3,7 @@ Common Escoria Nodes To make games in Escoria it's handy to understand the relationship between Godot's Scenes and nodes. These are documented here -https://docs.godotengine.org/en/stable/getting_started/step_by_step/nodes_and_scenes.html#nodes +https://docs.godotengine.org/en/3.5/getting_started/step_by_step/nodes_and_scenes.html#nodes Every location the game character can go to in the game will be its own Godot scene, and each of these scenes is referred to as an Escoria `room`. diff --git a/getting_started/step_by_step/2_create_player_character.rst b/getting_started/step_by_step/2_create_player_character.rst index 91d4cee..154961c 100644 --- a/getting_started/step_by_step/2_create_player_character.rst +++ b/getting_started/step_by_step/2_create_player_character.rst @@ -271,5 +271,5 @@ Add a ``CollisionShape2D`` node to the ``ESCPlayer`` and use a This concludes creating a player character. Let's :doc:`create a room <3_create_room>`. -.. _AnimatedSprite tutorial in the Godot docs: https://docs.godotengine.org/en/stable/tutorials/2d/2d_sprite_animation.html +.. _AnimatedSprite tutorial in the Godot docs: https://docs.godotengine.org/en/3.5/tutorials/2d/2d_sprite_animation.html .. _Discord: https://discordapp.com diff --git a/getting_started/step_by_step/9_continuing.rst b/getting_started/step_by_step/9_continuing.rst index 3771c5a..a793d54 100644 --- a/getting_started/step_by_step/9_continuing.rst +++ b/getting_started/step_by_step/9_continuing.rst @@ -28,6 +28,6 @@ Thanks for trying Escoria, and we can't wait to see what you've made with it! Your Escoria project team -.. _`Exporting Godot games`: https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_projects.html -.. _`Complying with Godot and Escoria licenses`: https://docs.godotengine.org/en/stable/tutorials/legal/complying_with_licenses.html +.. _`Exporting Godot games`: https://docs.godotengine.org/en/3.5/getting_started/workflow/export/exporting_projects.html +.. _`Complying with Godot and Escoria licenses`: https://docs.godotengine.org/en/3.5/tutorials/legal/complying_with_licenses.html diff --git a/getting_started/step_by_step/index.rst b/getting_started/step_by_step/index.rst index 5d524b0..c2f9498 100644 --- a/getting_started/step_by_step/index.rst +++ b/getting_started/step_by_step/index.rst @@ -55,9 +55,9 @@ With that out of the way, let's get started by * -.. _editor introduction: https://docs.godotengine.org/en/stable/getting_started/step_by_step/intro_to_the_editor_interface.html -.. _nodes documentation: https://docs.godotengine.org/en/stable/getting_started/step_by_step/nodes_and_scenes.html#nodes -.. _GDScript basics: https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_basics.html +.. _editor introduction: https://docs.godotengine.org/en/3.5/getting_started/step_by_step/intro_to_the_editor_interface.html +.. _nodes documentation: https://docs.godotengine.org/en/3.5/getting_started/step_by_step/nodes_and_scenes.html#nodes +.. _GDScript basics: https://docs.godotengine.org/en/3.5/getting_started/scripting/gdscript/gdscript_basics.html .. _2dpixx: https://opengameart.org/users/2dpixx .. _`Technopeasant`: https://opengameart.org/content/cartoon-male-turn-around-and-walk-cycle-sheet .. _Discord: https://discordapp.com diff --git a/scripting/z_esc_reference.rst b/scripting/z_esc_reference.rst index 053a3db..3f9f813 100644 --- a/scripting/z_esc_reference.rst +++ b/scripting/z_esc_reference.rst @@ -416,7 +416,7 @@ Make sure the target is reachable if camera limits have been configured. Supported transitions include the names of the values used in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix). -See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations +See https://docs.godotengine.org/en/3.5/classes/class_tween.html?highlight=tween#enumerations For more details see: https://docs.escoria-framework.org/camera @@ -446,7 +446,7 @@ Make sure the target is reachable if camera limits have been configured. Supported transitions include the names of the values used in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix): -See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations +See https://docs.godotengine.org/en/3.5/classes/class_tween.html?highlight=tween#enumerations For more details see: https://docs.escoria-framework.org/camera @@ -643,7 +643,7 @@ camera limits have been configured. Supported transitions include the names of the values used in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix). -See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations +See https://docs.godotengine.org/en/3.5/classes/class_tween.html?highlight=tween#enumerations For more details see: https://docs.escoria-framework.org/camera @@ -667,7 +667,7 @@ current location. Supported transitions include the names of the values used in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix): -https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations +https://docs.godotengine.org/en/3.5/classes/class_tween.html?highlight=tween#enumerations For more details see: https://docs.escoria-framework.org/camera @@ -1211,7 +1211,7 @@ and ``_speech``\ , which plays non-looping voice files (default: ``_music``\ ). Each simultaneous sound (e.g. multiple game sound effects) will require its own bus. To create additional buses, see the Godot sound documentation : -`Audio buses `_ +`Audio buses `_ **Parameters**