From 4c0026b0538dd8ec2f49efb56964f541f90bd3b2 Mon Sep 17 00:00:00 2001 From: Lukas Tenbrink Date: Thu, 11 Sep 2025 19:31:04 +0200 Subject: [PATCH] Update links to the contributing section of the docs to the appropriate new sections. --- .github/PULL_REQUEST_TEMPLATE.md | 2 +- CONTRIBUTING.md | 22 +++++++++++----------- README.md | 2 +- doc/classes/ResourceImporterTexture.xml | 2 +- doc/classes/Variant.xml | 2 +- editor/icons/README.md | 2 +- modules/gdscript/tests/README.md | 2 +- platform/android/README.md | 2 +- platform/ios/README.md | 2 +- platform/linuxbsd/README.md | 2 +- platform/macos/README.md | 2 +- platform/visionos/README.md | 2 +- platform/web/README.md | 2 +- platform/windows/README.md | 2 +- platform/windows/detect.py | 2 +- 15 files changed, 25 insertions(+), 25 deletions(-) diff --git a/.github/PULL_REQUEST_TEMPLATE.md b/.github/PULL_REQUEST_TEMPLATE.md index e739982c2b7..fbc45b89f2b 100644 --- a/.github/PULL_REQUEST_TEMPLATE.md +++ b/.github/PULL_REQUEST_TEMPLATE.md @@ -4,5 +4,5 @@ Please target the `master` branch in priority. Relevant fixes are cherry-picked for stable branches as needed by maintainers. To speed up the contribution process and avoid CI errors, please set up pre-commit hooks locally: -https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html +https://contributing.godotengine.org/en/latest/engine/guidelines/code_style.html --> diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index 50e8036775d..02829178ff1 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -3,7 +3,7 @@ This document summarizes the most important points for people interested in contributing to Godot, especially via bug reports or pull requests. -The Godot documentation has a dedicated [Contributing section](https://docs.godotengine.org/en/latest/contributing/how_to_contribute.html) +Godot has a dedicated [Contributing documentation](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html) which details these points and more, and is a recommended read. ## Table of contents @@ -55,17 +55,17 @@ Similar rules can be applied when contributing bug fixes - it's always best to discuss the implementation in the bug report first if you are not 100% about what would be the best fix. -You can refer to the [Pull request review process](https://docs.godotengine.org/en/latest/contributing/workflow/pr_review_guidelines.html) +You can refer to the [Pull request review process](https://contributing.godotengine.org/en/latest/organization/pull_requests/review_guidelines.html) for insights into the intended lifecycle of pull requests. This should help you ensure that your pull request fulfills the requirements. In addition to the following tips, also take a look at the -[Engine development guide](https://docs.godotengine.org/en/latest/contributing/development/index.html) +[Engine development guide](https://docs.godotengine.org/en/latest/engine_details/development/index.html) for an introduction to developing on Godot. -The [Contributing docs](https://docs.godotengine.org/en/latest/contributing/how_to_contribute.html) -also have important information on the [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html) -(with a helpful guide for Git usage), and our [Code style guidelines](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html) +The [Contributing docs](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html) +also have important information on the [PR workflow](https://contributing.godotengine.org/en/latest/organization/pull_requests/creating_pull_requests.html) +(with a helpful guide for Git usage), and our [Code style guidelines](https://contributing.godotengine.org/en/latest/engine/guidelines/code_style.html) which all contributions need to follow. ### Be mindful of your commits @@ -84,7 +84,7 @@ stable state, i.e. if your first commit has a bug that you fixed in the second commit, try to merge them together before making your pull request. This includes fixing build issues or typos, adding documentation, etc. -See our [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html) +See our [PR workflow](https://contributing.godotengine.org/en/latest/organization/pull_requests/creating_pull_requests.html) documentation for tips on using Git, amending commits and rebasing branches. This [Git style guide](https://github.com/agis-/git-style-guide) also has some @@ -145,10 +145,10 @@ scripting APIs, you **must** update the class reference to document those. This is to ensure the documentation coverage doesn't decrease as contributions are merged. -[Update documentation XML files](https://docs.godotengine.org/en/latest/contributing/documentation/updating_the_class_reference.html) +[Update documentation XML files](https://contributing.godotengine.org/en/latest/documentation/class_reference.html) using your compiled binary, then fill in the descriptions. Follow the style guide described in the -[Documentation writing guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/docs_writing_guidelines.html). +[Documentation writing guidelines](https://contributing.godotengine.org/en/latest/documentation/guidelines/docs_writing_guidelines.html). If your pull request modifies parts of the code in a non-obvious way, make sure to add comments in the code as well. This helps other people understand the @@ -174,7 +174,7 @@ applicable. Feel free to contribute standalone pull requests to add new tests or improve existing tests as well. -See [Unit testing](https://docs.godotengine.org/en/latest/contributing/development/core_and_modules/unit_testing.html) +See [Unit testing](https://contributing.godotengine.org/en/latest/engine/unit_tests.html) for information on writing tests in Godot's C++ codebase. ## Contributing to Godot translations @@ -182,7 +182,7 @@ for information on writing tests in Godot's C++ codebase. You can contribute to Godot translations on [Hosted Weblate](https://hosted.weblate.org/projects/godot-engine/), an open source and web-based translation platform. -Please refer to our [editor and documentation localization guidelines](https://docs.godotengine.org/en/latest/contributing/documentation/editor_and_docs_localization.html) +Please refer to our [editor and documentation localization guidelines](https://contributing.godotengine.org/en/latest/documentation/translation/index.html) for an overview of the translation resources and what they correspond to. ## Communicating with developers diff --git a/README.md b/README.md index 46a9b2362c1..21a602101df 100644 --- a/README.md +++ b/README.md @@ -42,7 +42,7 @@ Official binaries for the Godot editor and the export templates can be found ### Compiling from source -[See the official docs](https://docs.godotengine.org/en/latest/contributing/development/compiling) +[See the official docs](https://docs.godotengine.org/en/latest/engine_details/development/compiling) for compilation instructions for every supported platform. ## Community and contributing diff --git a/doc/classes/ResourceImporterTexture.xml b/doc/classes/ResourceImporterTexture.xml index e6c377ade83..0e7d7dcfdad 100644 --- a/doc/classes/ResourceImporterTexture.xml +++ b/doc/classes/ResourceImporterTexture.xml @@ -56,7 +56,7 @@ Changing this import option only has an effect if a texture is detected as being used in 3D. Changing this to [b]Disabled[/b] then reimporting will not change the existing compress mode on a texture (if it's detected to be used in 3D), but choosing [b]VRAM Compressed[/b] or [b]Basis Universal[/b] will. - If [code]true[/code], converts the imported image's colors to match [member EditorSettings.interface/theme/icon_and_font_color]. This assumes the image uses the exact same colors as [url=$DOCS_URL/contributing/development/editor/creating_icons.html]Godot's own color palette for editor icons[/url], with the source file designed for a dark editor theme. This should be enabled for editor plugin icons and custom class icons, but should be left disabled otherwise. + If [code]true[/code], converts the imported image's colors to match [member EditorSettings.interface/theme/icon_and_font_color]. This assumes the image uses the exact same colors as [url=$DOCS_URL/engine_details/editor/creating_icons.html]Godot's own color palette for editor icons[/url], with the source file designed for a dark editor theme. This should be enabled for editor plugin icons and custom class icons, but should be left disabled otherwise. [b]Note:[/b] Only available for SVG images. diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 5c78dfe8c11..62d5bfaca77 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -80,6 +80,6 @@ Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired. - $DOCS_URL/engine_details/development/core_and_modules/variant_class.html + $DOCS_URL/engine_details/architecture/variant_class.html diff --git a/editor/icons/README.md b/editor/icons/README.md index d1910009858..0971487348a 100644 --- a/editor/icons/README.md +++ b/editor/icons/README.md @@ -3,5 +3,5 @@ This folder contains all the icons used by Godot editor (except for platform icons which are located in their respective platform folder). -See [Editor icons](https://docs.godotengine.org/en/latest/contributing/development/editor/creating_icons.html) +See [Editor icons](https://docs.godotengine.org/en/latest/engine_details/editor/creating_icons.html) in the documentation for details on creating icons for the Godot editor. diff --git a/modules/gdscript/tests/README.md b/modules/gdscript/tests/README.md index fef01909547..0faedc92922 100644 --- a/modules/gdscript/tests/README.md +++ b/modules/gdscript/tests/README.md @@ -4,7 +4,7 @@ The `scripts/` folder contains integration tests in the form of GDScript files and output files. See the -[Integration tests for GDScript documentation](https://docs.godotengine.org/en/latest/contributing/development/core_and_modules/unit_testing.html#integration-tests-for-gdscript) +[Integration tests for GDScript documentation](https://docs.godotengine.org/en/latest/engine_details/architecture/unit_testing.html#integration-tests-for-gdscript) for information about creating and running GDScript integration tests. # GDScript Autocompletion tests diff --git a/platform/android/README.md b/platform/android/README.md index 4a08bb52418..710218edfe6 100644 --- a/platform/android/README.md +++ b/platform/android/README.md @@ -5,7 +5,7 @@ using [Gradle](https://gradle.org/) as a build system. ## Documentation -- [Compiling for Android](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_android.html) +- [Compiling for Android](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_android.html) - Instructions on building this platform port from source. - [Exporting for Android](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_android.html) - Instructions on using the compiled export templates to export a project. diff --git a/platform/ios/README.md b/platform/ios/README.md index cca6561afd7..51af10ebc77 100644 --- a/platform/ios/README.md +++ b/platform/ios/README.md @@ -12,7 +12,7 @@ project template used for packaging the iOS export templates. ## Documentation -- [Compiling for iOS](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_ios.html) +- [Compiling for iOS](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_ios.html) - Instructions on building this platform port from source. - [Exporting for iOS](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_ios.html) - Instructions on using the compiled export templates to export a project. diff --git a/platform/linuxbsd/README.md b/platform/linuxbsd/README.md index e1a95324ad5..96a5bbdec0a 100644 --- a/platform/linuxbsd/README.md +++ b/platform/linuxbsd/README.md @@ -7,7 +7,7 @@ used by this platform. ## Documentation -- [Compiling for Linux/*BSD](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_linuxbsd.html) +- [Compiling for Linux/*BSD](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_linuxbsd.html) - Instructions on building this platform port from source. - [Exporting for Linux/*BSD](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_linux.html) - Instructions on using the compiled export templates to export a project. diff --git a/platform/macos/README.md b/platform/macos/README.md index da46aa6f829..4a228b0492a 100644 --- a/platform/macos/README.md +++ b/platform/macos/README.md @@ -13,7 +13,7 @@ packaging macOS export templates. ## Documentation -- [Compiling for macOS](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_macos.html) +- [Compiling for macOS](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_macos.html) - Instructions on building this platform port from source. - [Exporting for macOS](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_macos.html) - Instructions on using the compiled export templates to export a project. diff --git a/platform/visionos/README.md b/platform/visionos/README.md index 6bd8f257d71..0b3f9880f71 100644 --- a/platform/visionos/README.md +++ b/platform/visionos/README.md @@ -14,7 +14,7 @@ project template used for packaging the iOS export templates. The compiling and exporting process is the same as on iOS, but replacing the `ios` parameter by `visionos`. -- [Compiling for iOS](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_ios.html) +- [Compiling for iOS](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_ios.html) - Instructions on building this platform port from source. - [Exporting for iOS](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_ios.html) - Instructions on using the compiled export templates to export a project. diff --git a/platform/web/README.md b/platform/web/README.md index eac2c7fe8e1..552d7317056 100644 --- a/platform/web/README.md +++ b/platform/web/README.md @@ -10,7 +10,7 @@ this platform such as the html shell (web page). ## Documentation -- [Compiling for the Web](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_web.html) +- [Compiling for the Web](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_web.html) - Instructions on building this platform port from source. - [Exporting for the Web](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html) - Instructions on using the compiled export templates to export a project. diff --git a/platform/windows/README.md b/platform/windows/README.md index bda9ddd924a..91a19e98c05 100644 --- a/platform/windows/README.md +++ b/platform/windows/README.md @@ -7,7 +7,7 @@ used by this platform. ## Documentation -- [Compiling for Windows](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_windows.html) +- [Compiling for Windows](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_windows.html) - Instructions on building this platform port from source. - [Exporting for Windows](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_windows.html) - Instructions on using the compiled export templates to export a project. diff --git a/platform/windows/detect.py b/platform/windows/detect.py index f953584ccdd..0dfd9f889e9 100644 --- a/platform/windows/detect.py +++ b/platform/windows/detect.py @@ -931,6 +931,6 @@ def check_d3d12_installed(env, suffix): "The Direct3D 12 rendering driver requires dependencies to be installed.\n" "You can install them by running `python misc\\scripts\\install_d3d12_sdk_windows.py`.\n" "See the documentation for more information:\n\t" - "https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_windows.html" + "https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_windows.html" ) sys.exit(255)