Commit 68eae6b6 by Rémi Verschelde

Fix some URLs to use HTTPS when available

parent 6a5ffb8f
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
All notable changes to this project will be documented in this file. All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [3.2] - YYYY-MM-DD ## [3.2] - YYYY-MM-DD
...@@ -780,7 +780,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). ...@@ -780,7 +780,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- unreachable code after a `return` statement, - unreachable code after a `return` statement,
- -
- Warnings can be disabled in the Project Settings or by writing special comments. - Warnings can be disabled in the Project Settings or by writing special comments.
- [GDScript keyword `class_name` to register scripts as classes.](http://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes) - [GDScript keyword `class_name` to register scripts as classes.](https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes)
- Simple expression language independent from GDScript, used by inspector boxes that accept numeric values. - Simple expression language independent from GDScript, used by inspector boxes that accept numeric values.
- Can also be used in projects. - Can also be used in projects.
- C# projects can now be exported for Windows, Linux, and macOS targets. - C# projects can now be exported for Windows, Linux, and macOS targets.
...@@ -1009,7 +1009,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). ...@@ -1009,7 +1009,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- Rewritten audio engine from scratch. - Rewritten audio engine from scratch.
- Supports audio routing with arbitrary number of channels, including Area-based audio redirection ([video](https://youtu.be/K2XOBaJ5OQ0)). - Supports audio routing with arbitrary number of channels, including Area-based audio redirection ([video](https://youtu.be/K2XOBaJ5OQ0)).
- More than a dozen of audio effects included. - More than a dozen of audio effects included.
- Rewritten 3D physics using [Bullet](http://bulletphysics.org/). - Rewritten 3D physics using [Bullet](https://bulletphysics.org/).
- UDP-based high-level networking API using [ENet](http://enet.bespin.org/). - UDP-based high-level networking API using [ENet](http://enet.bespin.org/).
- IPv6 support for all of the engine's networking APIs. - IPv6 support for all of the engine's networking APIs.
- Visual scripting. - Visual scripting.
...@@ -1027,7 +1027,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). ...@@ -1027,7 +1027,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- Setters and getters for node properties. - Setters and getters for node properties.
- Underscores in number literals are now allowed for improved readability (for example,`1_000_000`). - Underscores in number literals are now allowed for improved readability (for example,`1_000_000`).
- Improved performance (+20% to +40%, based on various benchmarks). - Improved performance (+20% to +40%, based on various benchmarks).
- [Feature tags](http://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings. - [Feature tags](https://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings.
- Full support for the [glTF 2.0](https://www.khronos.org/gltf/) 3D interchange format. - Full support for the [glTF 2.0](https://www.khronos.org/gltf/) 3D interchange format.
- Freelook and fly navigation to the 3D editor. - Freelook and fly navigation to the 3D editor.
- Built-in editor logging (logging standard output to a file), disabled by default. - Built-in editor logging (logging standard output to a file), disabled by default.
...@@ -1080,7 +1080,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). ...@@ -1080,7 +1080,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- Exporting to Windows now changes the exported project's icon using `rcedit` (requires WINE if exporting from Linux or macOS). - Exporting to Windows now changes the exported project's icon using `rcedit` (requires WINE if exporting from Linux or macOS).
- Improved build system. - Improved build system.
- Support for compiling using Visual Studio 2017. - Support for compiling using Visual Studio 2017.
- [SCons](http://scons.org/) 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work). - [SCons](https://scons.org/) 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work).
- Link-time optimization can now be enabled by passing `use_lto=yes` to the SCons command line. - Link-time optimization can now be enabled by passing `use_lto=yes` to the SCons command line.
- Produces faster and sometimes smaller binaries. - Produces faster and sometimes smaller binaries.
- Currently only supported with GCC and MSVC. - Currently only supported with GCC and MSVC.
...@@ -1095,11 +1095,11 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). ...@@ -1095,11 +1095,11 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- Increased the default 3D editor camera's field of view (55 → 70). - Increased the default 3D editor camera's field of view (55 → 70).
- Increased the default 3D Camera node's field of view (65 → 70). - Increased the default 3D Camera node's field of view (65 → 70).
- Changed the default editor font (Droid Sans → [Noto Sans](https://www.google.com/get/noto/)). - Changed the default editor font (Droid Sans → [Noto Sans](https://www.google.com/get/noto/)).
- Changed the default script editor font (Source Code Pro → [Hack](http://sourcefoundry.org/hack/)) - Changed the default script editor font (Source Code Pro → [Hack](https://sourcefoundry.org/hack/))
- Renamed `engine.cfg` to `project.godot`. - Renamed `engine.cfg` to `project.godot`.
- This allows users to open a project by double-clicking the file if Godot is associated to `.godot` files. - This allows users to open a project by double-clicking the file if Godot is associated to `.godot` files.
- Some methods from the `OS` singleton were moved to the new `Engine` singleton. - Some methods from the `OS` singleton were moved to the new `Engine` singleton.
- Switched from [GLEW](http://glew.sourceforge.net/) to [GLAD](http://glad.dav1d.de/) for OpenGL wrapping. - Switched from [GLEW](http://glew.sourceforge.net/) to [GLAD](https://glad.dav1d.de/) for OpenGL wrapping.
- Changed the SCons build flag for simple logs (`colored=yes``verbose=no`). - Changed the SCons build flag for simple logs (`colored=yes``verbose=no`).
- The HTML5 platform now uses WebGL 2.0 (instead of 1.0). - The HTML5 platform now uses WebGL 2.0 (instead of 1.0).
- Redesigned the Godot logo to be more legible at small sizes. - Redesigned the Godot logo to be more legible at small sizes.
......
...@@ -80,7 +80,7 @@ In addition to the following tips, also take a look at the ...@@ -80,7 +80,7 @@ In addition to the following tips, also take a look at the
[Engine development guide](https://docs.godotengine.org/en/latest/development/cpp/) [Engine development guide](https://docs.godotengine.org/en/latest/development/cpp/)
for an introduction to developing on Godot. for an introduction to developing on Godot.
The [Contributing docs](http://docs.godotengine.org/en/latest/community/contributing/index.html) The [Contributing docs](https://docs.godotengine.org/en/latest/community/contributing/index.html)
also have important information on the PR workflow and the code style we use. also have important information on the PR workflow and the code style we use.
#### Be nice to the git history #### Be nice to the git history
...@@ -102,7 +102,7 @@ Internet). ...@@ -102,7 +102,7 @@ Internet).
This git style guide has some good practices to have in mind: This git style guide has some good practices to have in mind:
[Git Style Guide](https://github.com/agis-/git-style-guide) [Git Style Guide](https://github.com/agis-/git-style-guide)
See our [PR workflow](http://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html) See our [PR workflow](https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html)
documentation for tips on using Git, amending commits and rebasing branches. documentation for tips on using Git, amending commits and rebasing branches.
#### Format your commit logs with readability in mind #### Format your commit logs with readability in mind
......
...@@ -24,7 +24,7 @@ ...@@ -24,7 +24,7 @@
The [MeshInstance] is ready to be added to the [SceneTree] to be shown. The [MeshInstance] is ready to be added to the [SceneTree] to be shown.
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="add_blend_shape"> <method name="add_blend_shape">
......
...@@ -7,7 +7,7 @@ ...@@ -7,7 +7,7 @@
By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> <link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials> </tutorials>
<methods> <methods>
......
...@@ -8,7 +8,7 @@ ...@@ -8,7 +8,7 @@
[b]Note:[/b] Light2D can also be used as a mask. [b]Note:[/b] Light2D can also be used as a mask.
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials> </tutorials>
<methods> <methods>
</methods> </methods>
......
...@@ -7,7 +7,7 @@ ...@@ -7,7 +7,7 @@
Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed. Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials> </tutorials>
<methods> <methods>
</methods> </methods>
......
...@@ -7,7 +7,7 @@ ...@@ -7,7 +7,7 @@
Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite] via a tool in the editor toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite] via a tool in the editor toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
</tutorials> </tutorials>
<methods> <methods>
</methods> </methods>
......
...@@ -10,8 +10,8 @@ ...@@ -10,8 +10,8 @@
Since instances may have any behavior, the AABB used for visibility must be provided by the user. Since instances may have any behavior, the AABB used for visibility must be provided by the user.
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link>http://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_aabb" qualifiers="const"> <method name="get_aabb" qualifiers="const">
......
...@@ -8,9 +8,9 @@ ...@@ -8,9 +8,9 @@
This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands). This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands).
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link>http://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
<link>http://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
</tutorials> </tutorials>
<methods> <methods>
</methods> </methods>
......
...@@ -8,7 +8,7 @@ ...@@ -8,7 +8,7 @@
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="capture_aabb" qualifiers="const"> <method name="capture_aabb" qualifiers="const">
......
...@@ -13,7 +13,7 @@ ...@@ -13,7 +13,7 @@
[b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively. [b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively.
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> <link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials> </tutorials>
<methods> <methods>
......
...@@ -7,7 +7,7 @@ ...@@ -7,7 +7,7 @@
A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader. A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader.
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_shader_param" qualifiers="const"> <method name="get_shader_param" qualifiers="const">
......
...@@ -6,7 +6,7 @@ ...@@ -6,7 +6,7 @@
<description> <description>
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="get_bone"> <method name="get_bone">
......
...@@ -15,7 +15,7 @@ ...@@ -15,7 +15,7 @@
In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas. In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="black_bars_set_images"> <method name="black_bars_set_images">
......
...@@ -13,7 +13,7 @@ ...@@ -13,7 +13,7 @@
[/codeblock] [/codeblock]
</description> </description>
<tutorials> <tutorials>
<link>http://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="_get_category" qualifiers="virtual"> <method name="_get_category" qualifiers="virtual">
......
...@@ -3,9 +3,10 @@ ...@@ -3,9 +3,10 @@
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* GODOT ENGINE */ /* GODOT ENGINE */
/* http://www.godotengine.org */ /* https://godotengine.org */
/*************************************************************************/ /*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */
......
...@@ -3,9 +3,10 @@ ...@@ -3,9 +3,10 @@
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* GODOT ENGINE */ /* GODOT ENGINE */
/* http://www.godotengine.org */ /* https://godotengine.org */
/*************************************************************************/ /*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment