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Add navigation tutorial links inside class doc
Adds navigation tutorial links inside the class doc to the related and more detailed godot-docs pages.
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[b]Note:[/b] After setting [member target_location] it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
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</description>
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<tutorials>
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<link title="Using NavigationAgents">$DOCS_URL/tutorials/navigation/navigation_using_navigationagents.html</link>
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</tutorials>
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<methods>
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<method name="distance_to_target" qualifiers="const">
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[b]Note:[/b] After setting [member target_location] it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
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</description>
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<tutorials>
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<link title="Using NavigationAgents">$DOCS_URL/tutorials/navigation/navigation_using_navigationagents.html</link>
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</tutorials>
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<methods>
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<method name="distance_to_target" qualifiers="const">
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Creates a link between two locations that [NavigationServer2D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps.
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</description>
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<tutorials>
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<link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link>
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</tutorials>
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<methods>
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<method name="get_navigation_layer_value" qualifiers="const">
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Creates a link between two locations that [NavigationServer3D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps.
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</description>
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<tutorials>
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<link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link>
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</tutorials>
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<methods>
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<method name="get_navigation_layer_value" qualifiers="const">
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</description>
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<tutorials>
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<link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link>
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<link title="Using NavigationMeshes">$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.html</link>
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</tutorials>
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<methods>
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<method name="add_polygon">
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[b]Note:[/b] Using meshes to not only define walkable surfaces but also obstruct navigation baking does not always work. The navigation baking has no concept of what is a geometry "inside" when dealing with mesh source geometry and this is intentional. Depending on current baking parameters, as soon as the obstructing mesh is large enough to fit a navigation mesh area inside, the baking will generate navigation mesh areas that are inside the obstructing source geometry mesh.
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</description>
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<tutorials>
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<link title="Using NavigationMeshes">$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.html</link>
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</tutorials>
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<methods>
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<method name="bake">
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Obstacles [b]don't[/b] change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
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</description>
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<tutorials>
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<link title="Using NavigationObstacles">$DOCS_URL/tutorials/navigation/navigation_using_navigationobstacles.html</link>
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</tutorials>
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<methods>
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<method name="get_navigation_map" qualifiers="const">
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Obstacles [b]don't[/b] change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
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</description>
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<tutorials>
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<link title="Using NavigationObstacles">$DOCS_URL/tutorials/navigation/navigation_using_navigationobstacles.html</link>
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</tutorials>
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<methods>
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<method name="get_navigation_map" qualifiers="const">
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This class contains the start and target position and other parameters to be used with [method NavigationServer2D.query_path].
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</description>
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<tutorials>
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<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html</link>
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</tutorials>
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<members>
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<member name="map" type="RID" setter="set_map" getter="get_map">
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This class contains the start and target position and other parameters to be used with [method NavigationServer3D.query_path].
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</description>
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<tutorials>
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<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html</link>
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</tutorials>
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<members>
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<member name="map" type="RID" setter="set_map" getter="get_map">
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This class contains the result of a navigation path query from [method NavigationServer2D.query_path].
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</description>
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<tutorials>
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<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html</link>
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</tutorials>
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<methods>
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<method name="reset">
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This class contains the result of a navigation path query from [method NavigationServer3D.query_path].
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</description>
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<tutorials>
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<link title="Using NavigationPathQueryObjects">$DOCS_URL/tutorials/navigation/navigation_using_navigationpathqueryobjects.html</link>
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</tutorials>
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<methods>
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<method name="reset">
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</description>
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<tutorials>
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<link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link>
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<link title="Using NavigationMeshes">$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.html</link>
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</tutorials>
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<methods>
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<method name="add_outline">
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[b]Note:[/b] This node caches changes to its properties, so if you make changes to the underlying region [RID] in [NavigationServer2D], they will not be reflected in this node's properties.
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</description>
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<tutorials>
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<link title="Using NavigationRegions">$DOCS_URL/tutorials/navigation/navigation_using_navigationregions.html</link>
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</tutorials>
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<methods>
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<method name="get_navigation_layer_value" qualifiers="const">
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[b]Note:[/b] This node caches changes to its properties, so if you make changes to the underlying region [RID] in [NavigationServer3D], they will not be reflected in this node's properties.
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</description>
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<tutorials>
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<link title="Using NavigationRegions">$DOCS_URL/tutorials/navigation/navigation_using_navigationregions.html</link>
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</tutorials>
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<methods>
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<method name="bake_navigation_mesh">
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</description>
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<tutorials>
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<link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link>
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<link title="Using NavigationServer">$DOCS_URL/tutorials/navigation/navigation_using_navigationservers.html</link>
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</tutorials>
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<methods>
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<method name="agent_create">
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</description>
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<tutorials>
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<link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link>
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<link title="Using NavigationServer">$DOCS_URL/tutorials/navigation/navigation_using_navigationservers.html</link>
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</tutorials>
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<methods>
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<method name="agent_create">
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