diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index 0111ef804eaf..7395556d05de 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -10,7 +10,7 @@ $DOCS_URL/tutorials/physics/kinematic_character_2d.html - $DOCS_URL/tutorials/physics/using_kinematic_body_2d.html + $DOCS_URL/tutorials/physics/using_character_body_2d.html https://godotengine.org/asset-library/asset/113 https://godotengine.org/asset-library/asset/120 diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index e1dd2819b2ab..2159001a30ea 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -1048,7 +1048,7 @@ The node's scale, relative to its [member size]. Change this property to scale the node around its [member pivot_offset]. The Control's [member tooltip_text] will also scale according to this value. - [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. + [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member scale] property. diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml index 24e1a2da7cbb..3ab13ec5c023 100644 --- a/doc/classes/EditorNode3DGizmoPlugin.xml +++ b/doc/classes/EditorNode3DGizmoPlugin.xml @@ -8,7 +8,7 @@ To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin.add_node_3d_gizmo_plugin] method first. - $DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html + $DOCS_URL/tutorials/plugins/editor/3d_gizmos.html diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index f4a528848134..ea9b83d2aadf 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -467,7 +467,7 @@ - Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details. + Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details. [b]Note:[/b] Tag names are case-sensitive. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 015de62ec1b7..8c88feac0157 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -555,7 +555,7 @@ Position offset for tooltips, relative to the mouse cursor's hotspot. - If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting. + If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting. [b]Note:[/b] This setting has no effect on Linux as DPI-awareness fallbacks are not supported there.