diff --git a/development/cpp/common_engine_methods_and_macros.rst b/development/cpp/common_engine_methods_and_macros.rst index 31493e76e61..ab37593101d 100644 --- a/development/cpp/common_engine_methods_and_macros.rst +++ b/development/cpp/common_engine_methods_and_macros.rst @@ -237,10 +237,10 @@ Godot features many error macros to make error reporting more convenient. .. seealso:: - See `core/error_macros.h `__ + See `core/error/error_macros.h `__ in Godot's codebase for more information about each error macro. Some functions return an error code (materialized by a return type of ``Error``). This value can be returned directly from an error macro. See the list of available error codes in - `core/error_list.h `__. + `core/error/error_list.h `__. diff --git a/development/cpp/core_types.rst b/development/cpp/core_types.rst index 7ad2b7b05a9..5f4c367f0d9 100644 --- a/development/cpp/core_types.rst +++ b/development/cpp/core_types.rst @@ -165,10 +165,10 @@ The Vector<> class also has a few nice features: References: ~~~~~~~~~~~ -- `core/vector.h `__ -- `core/list.h `__ -- `core/set.h `__ -- `core/map.h `__ +- `core/templates/vector.h `__ +- `core/templates/list.h `__ +- `core/templates/set.h `__ +- `core/templates/map.h `__ String ------ @@ -181,7 +181,7 @@ conversion and visualization. References: ~~~~~~~~~~~ -- `core/ustring.h `__ +- `core/string/ustring.h `__ StringName ---------- @@ -197,7 +197,7 @@ is fast. References: ~~~~~~~~~~~ -- `core/string_name.h `__ +- `core/string/string_name.h `__ Math types ---------- @@ -219,7 +219,7 @@ referencing them fast. References: ~~~~~~~~~~~ -- `core/node_path.h `__ +- `core/string/node_path.h `__ RID --- @@ -232,4 +232,4 @@ referenced data. References: ~~~~~~~~~~~ -- `core/rid.h `__ +- `core/templates/rid.h `__ diff --git a/development/cpp/custom_godot_servers.rst b/development/cpp/custom_godot_servers.rst index fafb06e261e..dd73e625f50 100644 --- a/development/cpp/custom_godot_servers.rst +++ b/development/cpp/custom_godot_servers.rst @@ -76,7 +76,7 @@ an initialization state and a cleanup procedure. private: uint64_t counter; RID_Owner bus_owner; - // https://github.com/godotengine/godot/blob/master/core/rid.h#L196 + // https://github.com/godotengine/godot/blob/master/core/templates/rid.h Set buses; void _emit_occupy_room(uint64_t room, RID rid); @@ -204,7 +204,7 @@ an initialization state and a cleanup procedure. return ret; } - // https://github.com/godotengine/godot/blob/master/core/rid.h#L187 + // https://github.com/godotengine/godot/blob/master/core/templates/rid.h bool HilbertHotel::delete_bus(RID id) { if (bus_owner.owns(id)) { lock(); @@ -316,7 +316,7 @@ References ~~~~~~~~~~~ - :ref:`RID` -- `core/rid.h `__ +- `core/templates/rid.h `__ Registering the class in GDScript --------------------------------- @@ -474,7 +474,7 @@ to execute the desired behavior. The queue will be flushed whenever either References: ~~~~~~~~~~~ -- `core/message_queue.cpp `__ +- `core/object/message_queue.cpp `__ Summing it up ------------- diff --git a/development/cpp/custom_resource_format_loaders.rst b/development/cpp/custom_resource_format_loaders.rst index 29c0aadf05f..3a2ba8cc3db 100644 --- a/development/cpp/custom_resource_format_loaders.rst +++ b/development/cpp/custom_resource_format_loaders.rst @@ -12,7 +12,7 @@ path again, the previous loaded Resource will be referenced. Naturally, loaded resources must be stateless. This guide assumes the reader knows how to create C++ modules and Godot -data types. If not, refer to this guide :ref:`doc_custom_modules_in_c++`. +data types. If not, refer to this guide: :ref:`doc_custom_modules_in_c++` References ~~~~~~~~~~ @@ -304,7 +304,7 @@ References - `istream `_ - `streambuf `_ -- `core/io/fileaccess.h `_ +- `core/io/file_access.h `_ Registering the new file format ------------------------------- diff --git a/development/cpp/object_class.rst b/development/cpp/object_class.rst index fb9ad01322b..6797e06e7df 100644 --- a/development/cpp/object_class.rst +++ b/development/cpp/object_class.rst @@ -35,7 +35,7 @@ This makes Objects gain a lot of functionality, like for example References: ~~~~~~~~~~~ -- `core/object.h `__ +- `core/object/object.h `__ Registering an Object --------------------- @@ -93,7 +93,7 @@ string passing the name can be passed for brevity. References: ~~~~~~~~~~~ -- `core/class_db.h `__ +- `core/object/class_db.h `__ Constants --------- @@ -258,7 +258,7 @@ templates point to it. References: ~~~~~~~~~~~ -- `core/reference.h `__ +- `core/object/reference.h `__ Resources: ---------- @@ -274,7 +274,7 @@ Resources without a path are fine too. References: ~~~~~~~~~~~ -- `core/resource.h `__ +- `core/io/resource.h `__ Resource loading ---------------- diff --git a/development/cpp/variant_class.rst b/development/cpp/variant_class.rst index 5d4e1bce5a7..7bd8e3460e0 100644 --- a/development/cpp/variant_class.rst +++ b/development/cpp/variant_class.rst @@ -37,7 +37,7 @@ of C++ with little effort. Become a friend of Variant today. References: ~~~~~~~~~~~ -- `core/variant.h `__ +- `core/variant/variant.h `__ Containers: Dictionary and Array -------------------------------- @@ -56,5 +56,5 @@ Copy-on-write (COW) mode support for containers was dropped with Godot 3.0. References: ~~~~~~~~~~~ -- `core/dictionary.h `__ -- `core/array.h `__ +- `core/variant/dictionary.h `__ +- `core/variant/array.h `__