diff --git a/about/faq.rst b/about/faq.rst index 074c0b646..bcc2a9356 100644 --- a/about/faq.rst +++ b/about/faq.rst @@ -151,8 +151,8 @@ the Godot modules as well as the `unofficial Python support `_, -that is incompatible with the `open license `_ +FBX SDK has a `restrictive license `_, +that is incompatible with the `open license `_ provided by Godot. That said, Godot's Collada support is good, please use the diff --git a/community/channels.rst b/community/channels.rst index 8e00d575c..f415d8bd6 100644 --- a/community/channels.rst +++ b/community/channels.rst @@ -28,7 +28,7 @@ Other chats ----------- - `Matrix (IRC compatible) `_ -- `Discord `_ +- `Discord `_ Social networks --------------- @@ -43,4 +43,4 @@ Social networks Forum ----- -- `Forum (godotdevelopers.org) `_ +- `Forum (godotdevelopers.org) `_ diff --git a/community/contributing/code_style_guidelines.rst b/community/contributing/code_style_guidelines.rst index 931a7400d..4ecfe2e23 100644 --- a/community/contributing/code_style_guidelines.rst +++ b/community/contributing/code_style_guidelines.rst @@ -63,10 +63,10 @@ Here's how to install clang-format: - Linux: It will usually be available out-of-the-box with the clang toolchain packaged by your distribution. If your distro version is not the required one, you can download a pre-compiled version from the - `LLVM website `__, or if you are on + `LLVM website `__, or if you are on a Debian derivative, use the `upstream repos `__. - macOS and Windows: You can download precompiled binaries from the - `LLVM website `__. You may need to add + `LLVM website `__. You may need to add the path to the binary's folder to your system's ``PATH`` environment variable to be able to call ``clang-format`` out of the box. @@ -136,4 +136,4 @@ in the source tree are also using Python. For those, we follow the `PEP-8 style guide `__, this is however not as strongly enforced as for the C++ code. If you are so inclined, you can check and format your Python changes using -`autopep8 `__. +`autopep8 `__. diff --git a/community/contributing/ways_to_contribute.rst b/community/contributing/ways_to_contribute.rst index 26daf4176..48a89f8a3 100644 --- a/community/contributing/ways_to_contribute.rst +++ b/community/contributing/ways_to_contribute.rst @@ -47,7 +47,7 @@ positive to the engine, regardless of their skill set: can work full-time on the engine. Even with a low monthly wage, we need a steady donation income to continue doing this, which has been very beneficial to the project so far. So if you want to donate - some money to the project, check `our website `_ + some money to the project, check `our website `_ for details. Contributing code diff --git a/conf.py b/conf.py index a84a81d6f..d651674ec 100644 --- a/conf.py +++ b/conf.py @@ -95,6 +95,13 @@ latex_documents = [ 'Juan Linietsky, Ariel Manzur and the Godot community', 'manual'), ] +# -- Options for linkcheck builder ---------------------------------------- + +# disable checking urls with about.html#this_part_of_page anchors +linkcheck_anchors = False + +linkcheck_timeout = 10 + # -- I18n settings -------------------------------------------------------- locale_dirs = ['../sphinx/po/'] diff --git a/development/compiling/compiling_for_web.rst b/development/compiling/compiling_for_web.rst index 4cd5fc578..a97743813 100644 --- a/development/compiling/compiling_for_web.rst +++ b/development/compiling/compiling_for_web.rst @@ -10,11 +10,11 @@ Requirements To compile export templates for the Web, the following is required: -- `Emscripten 1.37.9+ `__: If the version available +- `Emscripten 1.37.9+ `__: If the version available per package manager is not recent enough, the best alternative is to install - using the `Emscripten SDK `__ + using the `Emscripten SDK `__ - `Python 2.7+ or Python 3.5+ `__ -- `SCons `__ build system +- `SCons `__ build system Building export templates ------------------------- diff --git a/development/compiling/compiling_for_windows.rst b/development/compiling/compiling_for_windows.rst index 5dbaed25d..58bf76735 100644 --- a/development/compiling/compiling_for_windows.rst +++ b/development/compiling/compiling_for_windows.rst @@ -11,14 +11,14 @@ Requirements For compiling under Windows, the following is required: - Visual C++, `Visual - Studio Community `__ + Studio Community `__ (recommended), version 2013 (12.0) or later. **Make sure you read Installing Visual Studio caveats below or you will have to run/download the installer again.** - `Python 2.7+ or Python 3.5+ `__. - `Pywin32 Python Extension `__ for parallel builds (which increase the build speed by a great factor). -- `SCons `__ build system. +- `SCons `__ build system. Setting up SCons ---------------- @@ -342,7 +342,7 @@ architectures (Win32/x64). They are equivalent. Cross-compiling for Windows from other operating systems -------------------------------------------------------- -If you are a Linux or macOS user, you need to install `MinGW-w64 `_, +If you are a Linux or macOS user, you need to install `MinGW-w64 `_, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distro, here are some known ones: diff --git a/development/compiling/cross-compiling_for_ios_on_linux.rst b/development/compiling/cross-compiling_for_ios_on_linux.rst index 12f0a1d1a..26169c2d3 100644 --- a/development/compiling/cross-compiling_for_ios_on_linux.rst +++ b/development/compiling/cross-compiling_for_ios_on_linux.rst @@ -31,7 +31,7 @@ Requirements - `Clang >= 3.5 `__ for your development machine installed and in the ``PATH``. It has to be version >= 3.5 to target ``arm64`` architecture. -- `Fuse `__ for mounting and umounting +- `Fuse `__ for mounting and umounting the dmg image. - `darling-dmg `__, which needs to be built from source. The procedure for that is explained diff --git a/development/compiling/introduction_to_the_buildsystem.rst b/development/compiling/introduction_to_the_buildsystem.rst index 24b6eec17..f5545c695 100644 --- a/development/compiling/introduction_to_the_buildsystem.rst +++ b/development/compiling/introduction_to_the_buildsystem.rst @@ -8,7 +8,7 @@ Introduction to the buildsystem SCons ----- -Godot uses `SCons `__ to build. We love it, we are +Godot uses `SCons `__ to build. We love it, we are not changing it for anything else. We are not even sure other build systems are up to the task of building Godot. We constantly get requests to move the build system to CMake, or Visual Studio, but this is not diff --git a/development/cpp/core_types.rst b/development/cpp/core_types.rst index 313ca368b..1851a5624 100644 --- a/development/cpp/core_types.rst +++ b/development/cpp/core_types.rst @@ -209,7 +209,7 @@ directory. References: ~~~~~~~~~~~ -- `core/math `__ +- `core/math `__ NodePath -------- @@ -220,7 +220,7 @@ referencing them fast. References: ~~~~~~~~~~~ -- `core/path_db.h `__ +- `core/node_path.h `__ RID --- diff --git a/getting_started/scripting/gdscript/gdscript_basics.rst b/getting_started/scripting/gdscript/gdscript_basics.rst index ae2dcfc5f..b33d192e9 100644 --- a/getting_started/scripting/gdscript/gdscript_basics.rst +++ b/getting_started/scripting/gdscript/gdscript_basics.rst @@ -20,7 +20,7 @@ In the early days, the engine used the `Lua `__ scripting language. Lua is fast, but creating bindings to an object oriented system (by using fallbacks) was complex and slow and took an enormous amount of code. After some experiments with -`Python `__, it also proved difficult to embed. +`Python `__, it also proved difficult to embed. The last third party scripting language that was used for shipped games was `Squirrel `__, but it was dropped as well. diff --git a/getting_started/workflow/export/exporting_for_android.rst b/getting_started/workflow/export/exporting_for_android.rst index 675e8d28f..339fb6205 100644 --- a/getting_started/workflow/export/exporting_for_android.rst +++ b/getting_started/workflow/export/exporting_for_android.rst @@ -10,7 +10,8 @@ Download the Android SDK ------------------------ Download and install the Android SDK from -http://developer.android.com/sdk/index.html +https://developer.android.com/studio/ + Install OpenJDK or Oracle JDK ----------------------------- diff --git a/getting_started/workflow/export/exporting_for_uwp.rst b/getting_started/workflow/export/exporting_for_uwp.rst index cf47e97f2..2d0b4dbea 100644 --- a/getting_started/workflow/export/exporting_for_uwp.rst +++ b/getting_started/workflow/export/exporting_for_uwp.rst @@ -17,7 +17,7 @@ the name used on the certificate. Limitations on Xbox One ----------------------- -As described in `UWP documentation `__: +As described in `UWP documentation `__: - Submitted as an "App" - available memory is 1GB diff --git a/getting_started/workflow/export/exporting_for_web.rst b/getting_started/workflow/export/exporting_for_web.rst index 062b304e0..9180274b7 100644 --- a/getting_started/workflow/export/exporting_for_web.rst +++ b/getting_started/workflow/export/exporting_for_web.rst @@ -5,7 +5,7 @@ Exporting for the Web HTML5 export allows publishing games made in Godot Engine to the browser. This requires support for the recent technologies `WebAssembly -`__ and `WebGL 2.0 `__ +`__ and `WebGL 2.0 `__ in the user's browser. **Firefox** and **Chromium** (Chrome, Opera) are the most popular supported browsers, **Safari** and **Edge** do not work yet. On **iOS**, all browsers must be based on WebKit (i.e. Safari), so they will also diff --git a/tutorials/3d/fps_tutorial/part_four.rst b/tutorials/3d/fps_tutorial/part_four.rst index 3e55ea197..dc86af8b9 100644 --- a/tutorials/3d/fps_tutorial/part_four.rst +++ b/tutorials/3d/fps_tutorial/part_four.rst @@ -107,7 +107,7 @@ Next we check to see if the joypad vector length is within the ``JOYPAD_DEADZONE If it is, we set ``joypad_vec`` to an empty Vector2. If it is not, we use a scaled Radial Dead zone for precise dead zone calculating. .. note:: You can find a great article explaining all about how to handle joypad/controller dead zones here: - https://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html + http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html We're using a translated version of the scaled radial dead zone code provided in that article. The article is a great read, and I highly suggest giving it a look! diff --git a/tutorials/3d/introduction_to_3d.rst b/tutorials/3d/introduction_to_3d.rst index bd3445c04..51c68c747 100644 --- a/tutorials/3d/introduction_to_3d.rst +++ b/tutorials/3d/introduction_to_3d.rst @@ -123,7 +123,7 @@ similar to other tools in Editor Settings: Coordinate system ----------------- -Godot uses the `metric `__ +Godot uses the `metric `__ system for everything. 3D Physics and other areas are tuned for this, so attempting to use a different scale is usually a bad idea (unless you know what you are doing). diff --git a/tutorials/animation/cutout_animation.rst b/tutorials/animation/cutout_animation.rst index 977654e56..c1afc8262 100644 --- a/tutorials/animation/cutout_animation.rst +++ b/tutorials/animation/cutout_animation.rst @@ -10,20 +10,20 @@ Cut-out is a technique of animating in 2D where pieces of paper (or similar material) are cut in special shapes and laid one over the other. The papers are animated and photographed, frame by frame using a stop motion technique (more info -`here `__). +`here `__). With the advent of the digital age, this technique became possible using computers, which resulted in an increased amount of animation TV shows using digital Cut-out. Notable examples are `South -Park `__ or `Jake and the Never +Park `__ or `Jake and the Never Land -Pirates `__ +Pirates `__ . In video games, this technique has also become popular. Examples of this are `Paper -Mario `__ or `Rayman -Origins `__ . +Mario `__ or `Rayman +Origins `__ . Cutout in Godot ~~~~~~~~~~~~~~~ diff --git a/tutorials/assetlib/using_assetlib.rst b/tutorials/assetlib/using_assetlib.rst index 84101cdac..d1c8a388f 100644 --- a/tutorials/assetlib/using_assetlib.rst +++ b/tutorials/assetlib/using_assetlib.rst @@ -10,7 +10,7 @@ Overview ~~~~~~~~ As mentioned before, you can access the web frontend of the AssetLib -on `Godot's official website `_, and this +on `Godot's official website `_, and this is what it looks like when you first visit it: |image0| @@ -186,4 +186,4 @@ assets downloaded directly via Godot that we just covered. .. |image11| image:: ./img/assetlib_editor_installer.png .. |image12| image:: ./img/assetlib_editor_installer_error.png .. |image13| image:: ./img/assetlib_editor_installer_success.png -.. |image14| image:: ./img/assetlib_editor_projects.png \ No newline at end of file +.. |image14| image:: ./img/assetlib_editor_projects.png diff --git a/tutorials/assetlib/what_is_assetlib.rst b/tutorials/assetlib/what_is_assetlib.rst index 09f126a59..acb51a05c 100644 --- a/tutorials/assetlib/what_is_assetlib.rst +++ b/tutorials/assetlib/what_is_assetlib.rst @@ -6,7 +6,7 @@ About the Asset Library The Godot Asset Library, otherwise known as the AssetLib, is a repository of user-submitted Godot addons, scripts, tools and other resources, collectively referred to as assets. They're available to all Godot users for download directly from within the -engine, but it can also be accessed at Godot's `official website `_. +engine, but it can also be accessed at Godot's `official website `_. On the surface the Asset Library might look and function similar to asset stores available for other engines, such as Unity's Asset Store, or Unreal @@ -22,7 +22,7 @@ This set of pages will cover how to use the AssetLib (both from inside Godot, an website), how you can submit your own assets, and what the guidelines for submission are. Please note that the AssetLib is relatively young - it may have various pain points, bugs -and usability issues. As with all Godot projects, the code repository is available on `GitHub `_, +and usability issues. As with all Godot projects, the code repository is available on `GitHub `_, where you can submit pull requests and issues, so please do not hesitate to visit it! Frequently asked questions diff --git a/tutorials/math/vectors_advanced.rst b/tutorials/math/vectors_advanced.rst index bfbcefcf1..e1a416c71 100644 --- a/tutorials/math/vectors_advanced.rst +++ b/tutorials/math/vectors_advanced.rst @@ -223,7 +223,7 @@ Some examples of planes ----------------------- Here is a simple example of what planes are useful for. Imagine you have -a `convex `__ +a `convex `__ polygon. For example, a rectangle, a trapezoid, a triangle, or just any polygon where no faces bend inwards. diff --git a/tutorials/networking/ssl_certificates.rst b/tutorials/networking/ssl_certificates.rst index f4e123c65..9a6b493e9 100644 --- a/tutorials/networking/ssl_certificates.rst +++ b/tutorials/networking/ssl_certificates.rst @@ -19,7 +19,7 @@ specified in the project settings: .. image:: img/ssl_certs.png This file should contain any number of public certificates in -http://en.wikipedia.org/wiki/Privacy-enhanced_Electronic_Mail format. +https://en.wikipedia.org/wiki/Privacy-enhanced_Electronic_Mail format. Of course, remember to add .crt as filter so the exporter recognizes this when exporting your project. @@ -36,7 +36,7 @@ key pair, and put the public pair in the .crt file (again, in PEM format). The private key should go to your server. OpenSSL has `some -documentation `__ about +documentation `__ about this. This approach also **does not require domain validation** nor requires you to spend a considerable amount of money in purchasing certificates from a CA. diff --git a/tutorials/plugins/editor/making_plugins.rst b/tutorials/plugins/editor/making_plugins.rst index c46d1fdb6..1d4e344c4 100644 --- a/tutorials/plugins/editor/making_plugins.rst +++ b/tutorials/plugins/editor/making_plugins.rst @@ -51,7 +51,7 @@ This is a simple ``ini`` file with metadata about your plugin. You need to set up the name and description so users can understand what it does. Add your own name so you can be properly credited. A version number is useful so users can see if they have an outdated version (if you are unsure on how to come up with -the version number, check `SemVer `_). And finally a main +the version number, check `SemVer `_). And finally a main script file to load when your plugin is active. The script file