From 0c00272a5f05f2de5ea42085d8a8383d40c007cc Mon Sep 17 00:00:00 2001 From: BenBlueeeee Date: Tue, 3 Mar 2026 21:44:57 +0000 Subject: [PATCH 1/4] fix: add custom achors before headings that start with a digit as per Calinou's suggestion I very well may have missed some --- about/docs_changelog.rst | 20 +++++++++++++++++++ about/list_of_features.rst | 12 +++++++++++ .../internal_rendering_architecture.rst | 2 ++ tutorials/2d/2d_movement.rst | 2 ++ tutorials/2d/introduction_to_2d.rst | 16 ++++++++------- tutorials/3d/introduction_to_3d.rst | 6 ++++++ tutorials/3d/lights_and_shadows.rst | 2 ++ tutorials/animation/cutout_animation.rst | 2 ++ .../model_export_considerations.rst | 2 ++ tutorials/editor/default_key_mapping.rst | 2 ++ .../migrating/upgrading_to_godot_4.1.rst | 4 ++++ .../migrating/upgrading_to_godot_4.5.rst | 2 ++ .../migrating/upgrading_to_godot_4.6.rst | 4 ++++ .../navigation_using_navigationservers.rst | 2 ++ tutorials/performance/gpu_optimization.rst | 4 ++++ tutorials/performance/index.rst | 2 ++ .../2d_and_3d_physics_interpolation.rst | 2 ++ tutorials/physics/ray-casting.rst | 2 ++ .../platform/android/android_library.rst | 2 ++ 19 files changed, 83 insertions(+), 7 deletions(-) diff --git a/about/docs_changelog.rst b/about/docs_changelog.rst index 777d94cc2f0..f41ab5a62c9 100644 --- a/about/docs_changelog.rst +++ b/about/docs_changelog.rst @@ -42,11 +42,15 @@ Scripting New pages since version 4.3 --------------------------- +.. _doc_docs_changelog_new_pages_since_version_4.3_2d: + 2D ~~ - :ref:`doc_introduction_to_2d` +.. _doc_docs_changelog_new_pages_since_version_4.3_3d: + 3D ~~ @@ -100,6 +104,8 @@ About - :ref:`doc_system_requirements` +.. _doc_docs_changelog_new_pages_since_version_4.2_2d: + 2D ~~ @@ -187,11 +193,15 @@ Physics New pages since version 3.6 --------------------------- +.. _doc_docs_changelog_new_pages_since_version_3.6_2d: + 2D ~~ - :ref:`doc_2d_antialiasing` +.. _doc_docs_changelog_new_pages_since_version_3.6_3d: + 3D ~~ @@ -260,6 +270,8 @@ None. New pages since version 3.4 --------------------------- +.. _doc_docs_changelog_new_pages_since_version_3.4_3d: + 3D ~~ @@ -286,6 +298,8 @@ GDScript New pages since version 3.2 --------------------------- +.. _doc_docs_changelog_new_pages_since_version_3.2_3d: + 3D ~~ @@ -372,6 +386,8 @@ Project workflow - :ref:`doc_android_gradle_build` +.. _doc_docs_changelog_new_pages_since_version_3.1_2d: + 2D ~~ @@ -477,12 +493,16 @@ Best Practices: - :ref:`doc_data_preferences` - :ref:`doc_logic_preferences` +.. _doc_docs_changelog_new_pages_since_version_3.0_2d: + 2D ~~ - :ref:`doc_2d_lights_and_shadows` - :ref:`doc_2d_meshes` +.. _doc_docs_changelog_new_pages_since_version_3.0_3d: + 3D ~~ diff --git a/about/list_of_features.rst b/about/list_of_features.rst index 7e12e0b53c7..8ad671d7bdf 100644 --- a/about/list_of_features.rst +++ b/about/list_of_features.rst @@ -120,6 +120,8 @@ Godot 4 includes three renderers: See :ref:`doc_renderers` for a detailed comparison of the rendering methods. +.. _doc_list_of_features_2d_graphics: + 2D graphics ----------- @@ -165,6 +167,8 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods. - Optional :ref:`2D HDR rendering ` for better glow capabilities. +.. _doc_list_of_features_2d_tools: + 2D tools -------- @@ -177,6 +181,8 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods. - :ref:`2D geometry helper class `. +.. _doc_list_of_features_2d_physics: + 2D physics ---------- @@ -194,6 +200,8 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods. - Built-in shapes: line, box, circle, capsule, world boundary (infinite plane). - Collision polygons (can be drawn manually or generated from a sprite in the editor). +.. _doc_list_of_features_3d_graphics: + 3D graphics ----------- @@ -404,6 +412,8 @@ Most effects listed above can be adjusted for better performance or to further improve quality. This can be helpful when :ref:`using Godot for offline rendering `. +.. _doc_list_of_features_3d_tools: + 3D tools -------- @@ -420,6 +430,8 @@ improve quality. This can be helpful when - Support for exporting the current scene as a glTF 2.0 file, both from the editor and at runtime from an exported project. +.. _doc_list_of_features_3d_physics: + 3D physics ---------- diff --git a/engine_details/architecture/internal_rendering_architecture.rst b/engine_details/architecture/internal_rendering_architecture.rst index 0e16848951d..fe0f3c1525a 100644 --- a/engine_details/architecture/internal_rendering_architecture.rst +++ b/engine_details/architecture/internal_rendering_architecture.rst @@ -376,6 +376,8 @@ this. - `drivers/gles3/shaders/ `__ +.. _doc_internal_rendering_architecture_2d_and_3d_rendering_separation: + 2D and 3D rendering separation ------------------------------ diff --git a/tutorials/2d/2d_movement.rst b/tutorials/2d/2d_movement.rst index e012e063bf3..f5be60fe3ca 100644 --- a/tutorials/2d/2d_movement.rst +++ b/tutorials/2d/2d_movement.rst @@ -27,6 +27,8 @@ input actions (see :ref:`InputEvent ` for details): .. image:: img/movement_inputs.webp +.. _doc_2d_movement_8-way_movement: + 8-way movement -------------- diff --git a/tutorials/2d/introduction_to_2d.rst b/tutorials/2d/introduction_to_2d.rst index 77c178ea46f..8378228cd83 100644 --- a/tutorials/2d/introduction_to_2d.rst +++ b/tutorials/2d/introduction_to_2d.rst @@ -19,6 +19,8 @@ This page will show you the 2D workspace and how you can get to know it. .. tip:: If you would like to get an introduction to 3D, see :ref:`doc_introduction_to_3d`. +.. _doc_introduction_to_2d_2d_workspace: + 2D workspace ------------ @@ -68,11 +70,11 @@ from left to right: selected, only movement and rotation are possible. In this mode, rotation and scaling will not use the snapping options if snapping is enabled. - **Move Mode** (:kbd:`W`): Enables move (or translate) mode for the selected nodes. See - :ref:`doc_introduction_to_2d_the_viewport` for more details. + :ref:`doc_introduction_to_2d_2d_viewport` for more details. - **Rotate Mode** (:kbd:`E`): Enables rotation mode for the selected nodes. See - :ref:`doc_introduction_to_2d_the_viewport` for more details. + :ref:`doc_introduction_to_2d_2d_viewport` for more details. - **Scale Mode** (:kbd:`S`): Enables scaling and displays scaling gizmos in both - axes for the selected node(s). See :ref:`doc_introduction_to_2d_the_viewport` for more details. + axes for the selected node(s). See :ref:`doc_introduction_to_2d_2d_viewport` for more details. - **Show list of selectable nodes at position clicked**: As the description suggests, this provides a list of selectable nodes at the clicked position as a context menu, if there is more than one node in the clicked area. @@ -167,7 +169,7 @@ Use the three-dot menu for this: .. seealso:: To learn more about Skeletons, see :ref:`doc_cutout_animation`. - **View** menu: Provides options to control the viewport view. Since its options - depend heavily on the viewport, it is covered in the :ref:`doc_introduction_to_2d_the_viewport` + depend heavily on the viewport, it is covered in the :ref:`doc_introduction_to_2d_2d_viewport` section. Next to the View menu, additional buttons may be visible. In the toolbar image @@ -199,7 +201,7 @@ In the scale mode, the gizmos will have a square shape. You can hold and drag th red squares to scale the nodes in the ``y`` or ``x`` axes. Dragging in a negative direction flips the node horizontally or vertically. -.. _doc_introduction_to_2d_the_viewport: +.. doc_introduction_to_2d_2d_viewport: 2D Viewport ~~~~~~~~~~~ @@ -269,9 +271,9 @@ Viewport has a **View** menu which provides several options to change the look o transform properties (position, scaling, or rotation) if a transform operation has been initiated. For `Control` nodes, it also shows the sizing parameters. Useful to see the deltas. - **Show Rulers**: Toggles the visibility of horizontal and vertical rulers. See - :ref:`doc_introduction_to_2d_the_viewport` more on rulers. + :ref:`doc_introduction_to_2d_2d_viewport` more on rulers. - **Show Guides**: Toggles the visibility of created guides. See - :ref:`doc_introduction_to_2d_the_viewport` for on how to create them. + :ref:`doc_introduction_to_2d_2d_viewport` for on how to create them. - **Show Origin**: Toggles the display of the green and red origin lines drawn at ``x: 0, y: 0``. - **Show Viewport**: Toggles the visibility of the game's default viewport, indicated by an indigo-colored rectangle. It is also the default window size on desktop diff --git a/tutorials/3d/introduction_to_3d.rst b/tutorials/3d/introduction_to_3d.rst index 77237d62353..17448e7ae95 100644 --- a/tutorials/3d/introduction_to_3d.rst +++ b/tutorials/3d/introduction_to_3d.rst @@ -23,6 +23,8 @@ In 3D, math is a little more complex than in 2D. For an introduction to the relevant math written for game developers, not mathemeticians or engineers, check out :ref:`doc_vector_math` and :ref:`doc_using_transforms`. +.. _doc_introduction_to_3d_3d_workspace: + 3D workspace ------------ @@ -300,6 +302,8 @@ scale. .. image:: img/tuto_3d2.webp +.. _doc_introduction_to_3d_3d_content: + 3D content ---------- @@ -349,6 +353,8 @@ that can be used in a :ref:`MeshInstance3D ` node. This provides an OpenGL 1.x-style immediate-mode API to create points, lines, triangles, etc. +.. _doc_introduction_to_3d_2d_in_3d: + 2D in 3D ~~~~~~~~ diff --git a/tutorials/3d/lights_and_shadows.rst b/tutorials/3d/lights_and_shadows.rst index 49a5be5a65d..062daa5851a 100644 --- a/tutorials/3d/lights_and_shadows.rst +++ b/tutorials/3d/lights_and_shadows.rst @@ -473,6 +473,8 @@ make use of the increased sample count. .. image:: img/lights_and_shadows_filter_quality.webp +.. _doc_lights_and_shadows_16-bits_versus_32-bit: + 16-bits versus 32-bit ~~~~~~~~~~~~~~~~~~~~~ diff --git a/tutorials/animation/cutout_animation.rst b/tutorials/animation/cutout_animation.rst index 62587b03f61..6a07779744c 100644 --- a/tutorials/animation/cutout_animation.rst +++ b/tutorials/animation/cutout_animation.rst @@ -370,6 +370,8 @@ To apply the same easing curve to multiple keyframes at once: .. image:: img/tuto_cutout24.png +.. _doc_cutout_animation_2d_skeletal_deform: + 2D Skeletal deform ~~~~~~~~~~~~~~~~~~ diff --git a/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.rst b/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.rst index 21cc09de021..a1277985f1e 100644 --- a/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.rst +++ b/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.rst @@ -7,6 +7,8 @@ Before exporting a 3D model from a 3D modeling application, such as Blender, there are some considerations that should be taken into account to ensure that the model follows the conventions and best practices for Godot. +.. _doc_model_export_considerations_3D_asset_direction_conventions: + 3D asset direction conventions ------------------------------ diff --git a/tutorials/editor/default_key_mapping.rst b/tutorials/editor/default_key_mapping.rst index ccfeea35ac1..a3d9ecc941b 100644 --- a/tutorials/editor/default_key_mapping.rst +++ b/tutorials/editor/default_key_mapping.rst @@ -116,6 +116,8 @@ Others must be manually bound in the Editor Settings if desired. | Toggle Shader Editor Bottom Panel | :kbd:`Alt + S` | :kbd:`Alt + S` | ``bottom_panels/toggle_shader_editor_bottom_panel`` | +-----------------------------------+-----------------+-----------------+-----------------------------------------------------+ +.. _doc_default_key_mapping_2d_/_canvasitem_editor: + 2D / CanvasItem editor ---------------------- diff --git a/tutorials/migrating/upgrading_to_godot_4.1.rst b/tutorials/migrating/upgrading_to_godot_4.1.rst index 6487aa04315..763945c7324 100644 --- a/tutorials/migrating/upgrading_to_godot_4.1.rst +++ b/tutorials/migrating/upgrading_to_godot_4.1.rst @@ -59,6 +59,8 @@ Method ``blend_node`` adds a new ``test_only`` optional parameter Method ``get_travel_path`` changes return type from ``PackedStringArray`` to ``Array[StringName]`` |✔️| |❌| |❌| `GH-76418`_ ======================================================================================================================== =================== ==================== ==================== =========== +.. _doc_upgrading_to_godot_4.1_2d_nodes: + 2D nodes ~~~~~~~~ @@ -69,6 +71,8 @@ Change Property ``lookahead`` removed |❌| |❌| |❌| `GH-72842`_ ======================================================================================================================== =================== ==================== ==================== =========== +.. _doc_upgrading_to_godot_4.1_3d_nodes + 3D nodes ~~~~~~~~ diff --git a/tutorials/migrating/upgrading_to_godot_4.5.rst b/tutorials/migrating/upgrading_to_godot_4.5.rst index 824fb46608b..c3cc23d6c28 100644 --- a/tutorials/migrating/upgrading_to_godot_4.5.rst +++ b/tutorials/migrating/upgrading_to_godot_4.5.rst @@ -202,6 +202,8 @@ versions, you need to set :ref:`TileMapLayer.physics_quadrant_size ` to ``1``, which disables physics chunking. +.. _doc_upgrading_to_godot_4.5_3d_model_import: + 3D Model Import ~~~~~~~~~~~~~~~ diff --git a/tutorials/migrating/upgrading_to_godot_4.6.rst b/tutorials/migrating/upgrading_to_godot_4.6.rst index f14d210e0a4..80bbc13f15d 100644 --- a/tutorials/migrating/upgrading_to_godot_4.6.rst +++ b/tutorials/migrating/upgrading_to_godot_4.6.rst @@ -48,6 +48,8 @@ Method ``get_queue`` changes return type from ``PackedStringArray`` to ``StringN Signal ``current_animation_changed`` changes ``name`` parameter type from ``String`` to ``StringName`` |✔️| |❌| |❌| `GH-110767`_ ======================================================================================================================== =================== ==================== ==================== ============ +.. _doc_upgrading_to_godot_4.6_breaking_changes_3d: + 3D ~~ @@ -263,6 +265,8 @@ you may need to explicitly set them to the old values. The default 3D physics engine for **newly created** projects is now Jolt Physics (`GH-105737`_). This can be changed in Project Settings under ``physics/3d/physics_engine``. +.. _doc_upgrading_to_godot_4.6_behaviour_changes_3d + 3D ~~ diff --git a/tutorials/navigation/navigation_using_navigationservers.rst b/tutorials/navigation/navigation_using_navigationservers.rst index a68d512c763..1b8ad107342 100644 --- a/tutorials/navigation/navigation_using_navigationservers.rst +++ b/tutorials/navigation/navigation_using_navigationservers.rst @@ -41,6 +41,8 @@ Synchronization for the NavigationServer happens in the middle of the physics fr .. note:: All setters and delete functions require synchronization. +.. _doc_navigation_using_navigationservers_2d_and_3d_navigationserver_differences: + 2D and 3D NavigationServer differences ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ diff --git a/tutorials/performance/gpu_optimization.rst b/tutorials/performance/gpu_optimization.rst index e860faedcff..b5cba76f0dd 100644 --- a/tutorials/performance/gpu_optimization.rst +++ b/tutorials/performance/gpu_optimization.rst @@ -41,6 +41,8 @@ reduce these instructions to a bare minimum and group together similar objects as much as possible so they can be rendered together, or with the minimum number of these expensive state changes. +.. _doc_gpu_optimization_2d_batching: + 2D batching ~~~~~~~~~~~ @@ -51,6 +53,8 @@ together and rendered in a batch, via a single draw call, rather than making a separate draw call for each item. In addition, this means state changes, material and texture changes can be kept to a minimum. +.. _doc_gpu_optimization_3d_batching: + 3D batching ~~~~~~~~~~~ diff --git a/tutorials/performance/index.rst b/tutorials/performance/index.rst index 8eded24c9e0..01aa6b3612c 100644 --- a/tutorials/performance/index.rst +++ b/tutorials/performance/index.rst @@ -71,6 +71,8 @@ GPU using_multimesh pipeline_compilations +.. _doc_perfomance_3d: + 3D -- diff --git a/tutorials/physics/interpolation/2d_and_3d_physics_interpolation.rst b/tutorials/physics/interpolation/2d_and_3d_physics_interpolation.rst index 5b6ff84da96..1353ea5cee7 100644 --- a/tutorials/physics/interpolation/2d_and_3d_physics_interpolation.rst +++ b/tutorials/physics/interpolation/2d_and_3d_physics_interpolation.rst @@ -50,6 +50,8 @@ an existing project working. .. note:: If you move objects *after* adding to the scene tree, you will still need to call ``reset_physics_interpolation()`` as with 3D. +.. _doc_2d_and_3d_physics_interpolation_2d_particles: + 2D Particles ------------ diff --git a/tutorials/physics/ray-casting.rst b/tutorials/physics/ray-casting.rst index cdbd2e9b640..951737b077c 100644 --- a/tutorials/physics/ray-casting.rst +++ b/tutorials/physics/ray-casting.rst @@ -272,6 +272,8 @@ member variable. The array of exceptions can be supplied as the last argument as See :ref:`doc_physics_introduction_collision_layer_code_example` for details on how to set the collision mask. +.. _doc_ray-casting_3d_ray_casting_from_screen: + 3D ray casting from screen -------------------------- diff --git a/tutorials/platform/android/android_library.rst b/tutorials/platform/android/android_library.rst index 0d3b5465dae..353be14c2c4 100644 --- a/tutorials/platform/android/android_library.rst +++ b/tutorials/platform/android/android_library.rst @@ -71,6 +71,8 @@ Below we break-down the steps used to create the GLTF Viewer app. - By locking to a specific orientation using the `android:screenOrientation attribute `_. - By declaring that the Activity will handle these configuration events using the `android:configChanges attribute `_. +.. _docandroid_library_1._create_the_android_app: + 1. Create the Android app ~~~~~~~~~~~~~~~~~~~~~~~~~ From da1b748cd9704fb4a8c20ddf12cce10db7c5e908 Mon Sep 17 00:00:00 2001 From: BenBlueeeee Date: Tue, 3 Mar 2026 22:21:02 +0000 Subject: [PATCH 2/4] fix: remove all characters that are not underscores, letters, or numbers --- about/docs_changelog.rst | 4 ++-- tutorials/2d/2d_movement.rst | 2 +- tutorials/2d/introduction_to_2d.rst | 2 +- tutorials/3d/lights_and_shadows.rst | 2 +- tutorials/editor/default_key_mapping.rst | 2 +- tutorials/migrating/upgrading_to_godot_4.1.rst | 4 ++-- tutorials/migrating/upgrading_to_godot_4.5.rst | 2 +- tutorials/migrating/upgrading_to_godot_4.6.rst | 4 ++-- tutorials/physics/ray-casting.rst | 2 +- tutorials/platform/android/android_library.rst | 2 +- 10 files changed, 13 insertions(+), 13 deletions(-) diff --git a/about/docs_changelog.rst b/about/docs_changelog.rst index f41ab5a62c9..a85c9523793 100644 --- a/about/docs_changelog.rst +++ b/about/docs_changelog.rst @@ -42,14 +42,14 @@ Scripting New pages since version 4.3 --------------------------- -.. _doc_docs_changelog_new_pages_since_version_4.3_2d: +.. _doc_docs_changelog_new_pages_since_version_4_3_2d: 2D ~~ - :ref:`doc_introduction_to_2d` -.. _doc_docs_changelog_new_pages_since_version_4.3_3d: +.. _doc_docs_changelog_new_pages_since_version_4_3_3d: 3D ~~ diff --git a/tutorials/2d/2d_movement.rst b/tutorials/2d/2d_movement.rst index f5be60fe3ca..e2926b465eb 100644 --- a/tutorials/2d/2d_movement.rst +++ b/tutorials/2d/2d_movement.rst @@ -27,7 +27,7 @@ input actions (see :ref:`InputEvent ` for details): .. image:: img/movement_inputs.webp -.. _doc_2d_movement_8-way_movement: +.. _doc_2d_movement_8_way_movement: 8-way movement -------------- diff --git a/tutorials/2d/introduction_to_2d.rst b/tutorials/2d/introduction_to_2d.rst index 8378228cd83..72255bed717 100644 --- a/tutorials/2d/introduction_to_2d.rst +++ b/tutorials/2d/introduction_to_2d.rst @@ -201,7 +201,7 @@ In the scale mode, the gizmos will have a square shape. You can hold and drag th red squares to scale the nodes in the ``y`` or ``x`` axes. Dragging in a negative direction flips the node horizontally or vertically. -.. doc_introduction_to_2d_2d_viewport: +.. _doc_introduction_to_2d_2d_viewport: 2D Viewport ~~~~~~~~~~~ diff --git a/tutorials/3d/lights_and_shadows.rst b/tutorials/3d/lights_and_shadows.rst index 062daa5851a..127e15d1bed 100644 --- a/tutorials/3d/lights_and_shadows.rst +++ b/tutorials/3d/lights_and_shadows.rst @@ -473,7 +473,7 @@ make use of the increased sample count. .. image:: img/lights_and_shadows_filter_quality.webp -.. _doc_lights_and_shadows_16-bits_versus_32-bit: +.. _doc_lights_and_shadows_16_bits_versus_32_bit: 16-bits versus 32-bit ~~~~~~~~~~~~~~~~~~~~~ diff --git a/tutorials/editor/default_key_mapping.rst b/tutorials/editor/default_key_mapping.rst index a3d9ecc941b..e82be33df92 100644 --- a/tutorials/editor/default_key_mapping.rst +++ b/tutorials/editor/default_key_mapping.rst @@ -116,7 +116,7 @@ Others must be manually bound in the Editor Settings if desired. | Toggle Shader Editor Bottom Panel | :kbd:`Alt + S` | :kbd:`Alt + S` | ``bottom_panels/toggle_shader_editor_bottom_panel`` | +-----------------------------------+-----------------+-----------------+-----------------------------------------------------+ -.. _doc_default_key_mapping_2d_/_canvasitem_editor: +.. _doc_default_key_mapping_2d_canvasitem_editor: 2D / CanvasItem editor ---------------------- diff --git a/tutorials/migrating/upgrading_to_godot_4.1.rst b/tutorials/migrating/upgrading_to_godot_4.1.rst index 763945c7324..77477a1ebf1 100644 --- a/tutorials/migrating/upgrading_to_godot_4.1.rst +++ b/tutorials/migrating/upgrading_to_godot_4.1.rst @@ -59,7 +59,7 @@ Method ``blend_node`` adds a new ``test_only`` optional parameter Method ``get_travel_path`` changes return type from ``PackedStringArray`` to ``Array[StringName]`` |✔️| |❌| |❌| `GH-76418`_ ======================================================================================================================== =================== ==================== ==================== =========== -.. _doc_upgrading_to_godot_4.1_2d_nodes: +.. _doc_upgrading_to_godot_4_1_2d_nodes: 2D nodes ~~~~~~~~ @@ -71,7 +71,7 @@ Change Property ``lookahead`` removed |❌| |❌| |❌| `GH-72842`_ ======================================================================================================================== =================== ==================== ==================== =========== -.. _doc_upgrading_to_godot_4.1_3d_nodes +.. _doc_upgrading_to_godot_4_1_3d_nodes: 3D nodes ~~~~~~~~ diff --git a/tutorials/migrating/upgrading_to_godot_4.5.rst b/tutorials/migrating/upgrading_to_godot_4.5.rst index c3cc23d6c28..db465c5702a 100644 --- a/tutorials/migrating/upgrading_to_godot_4.5.rst +++ b/tutorials/migrating/upgrading_to_godot_4.5.rst @@ -202,7 +202,7 @@ versions, you need to set :ref:`TileMapLayer.physics_quadrant_size ` to ``1``, which disables physics chunking. -.. _doc_upgrading_to_godot_4.5_3d_model_import: +.. _doc_upgrading_to_godot_4_5_3d_model_import: 3D Model Import ~~~~~~~~~~~~~~~ diff --git a/tutorials/migrating/upgrading_to_godot_4.6.rst b/tutorials/migrating/upgrading_to_godot_4.6.rst index 80bbc13f15d..c6a329865ee 100644 --- a/tutorials/migrating/upgrading_to_godot_4.6.rst +++ b/tutorials/migrating/upgrading_to_godot_4.6.rst @@ -48,7 +48,7 @@ Method ``get_queue`` changes return type from ``PackedStringArray`` to ``StringN Signal ``current_animation_changed`` changes ``name`` parameter type from ``String`` to ``StringName`` |✔️| |❌| |❌| `GH-110767`_ ======================================================================================================================== =================== ==================== ==================== ============ -.. _doc_upgrading_to_godot_4.6_breaking_changes_3d: +.. _doc_upgrading_to_godot_4_6_breaking_changes_3d: 3D ~~ @@ -265,7 +265,7 @@ you may need to explicitly set them to the old values. The default 3D physics engine for **newly created** projects is now Jolt Physics (`GH-105737`_). This can be changed in Project Settings under ``physics/3d/physics_engine``. -.. _doc_upgrading_to_godot_4.6_behaviour_changes_3d +.. _doc_upgrading_to_godot_4_6_behaviour_changes_3d: 3D ~~ diff --git a/tutorials/physics/ray-casting.rst b/tutorials/physics/ray-casting.rst index 951737b077c..479c4018a02 100644 --- a/tutorials/physics/ray-casting.rst +++ b/tutorials/physics/ray-casting.rst @@ -272,7 +272,7 @@ member variable. The array of exceptions can be supplied as the last argument as See :ref:`doc_physics_introduction_collision_layer_code_example` for details on how to set the collision mask. -.. _doc_ray-casting_3d_ray_casting_from_screen: +.. _doc_ray_casting_3d_ray_casting_from_screen: 3D ray casting from screen -------------------------- diff --git a/tutorials/platform/android/android_library.rst b/tutorials/platform/android/android_library.rst index 353be14c2c4..693f8b3454b 100644 --- a/tutorials/platform/android/android_library.rst +++ b/tutorials/platform/android/android_library.rst @@ -71,7 +71,7 @@ Below we break-down the steps used to create the GLTF Viewer app. - By locking to a specific orientation using the `android:screenOrientation attribute `_. - By declaring that the Activity will handle these configuration events using the `android:configChanges attribute `_. -.. _docandroid_library_1._create_the_android_app: +.. _docandroid_library_1_create_the_android_app: 1. Create the Android app ~~~~~~~~~~~~~~~~~~~~~~~~~ From 360389189870cfcecbfe563c2188daf0793b655e Mon Sep 17 00:00:00 2001 From: ScatteredComet <120208759+ScatteredComet@users.noreply.github.com> Date: Tue, 3 Mar 2026 23:39:18 +0000 Subject: [PATCH 3/4] Apply suggestions from code review Co-authored-by: Hugo Locurcio --- tutorials/platform/android/android_library.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tutorials/platform/android/android_library.rst b/tutorials/platform/android/android_library.rst index 693f8b3454b..d66f00992a0 100644 --- a/tutorials/platform/android/android_library.rst +++ b/tutorials/platform/android/android_library.rst @@ -71,7 +71,7 @@ Below we break-down the steps used to create the GLTF Viewer app. - By locking to a specific orientation using the `android:screenOrientation attribute `_. - By declaring that the Activity will handle these configuration events using the `android:configChanges attribute `_. -.. _docandroid_library_1_create_the_android_app: +.. _doc_android_library_1_create_the_android_app: 1. Create the Android app ~~~~~~~~~~~~~~~~~~~~~~~~~ From 9190fc87d491df2e9c03f9a1c18e1a17e9f8434f Mon Sep 17 00:00:00 2001 From: BenBlueeeee Date: Wed, 4 Mar 2026 01:02:30 +0000 Subject: [PATCH 4/4] fix: add more custom anchors I missed come headings before --- .../architecture/internal_rendering_architecture.rst | 4 ++++ tutorials/platform/android/android_library.rst | 2 ++ 2 files changed, 6 insertions(+) diff --git a/engine_details/architecture/internal_rendering_architecture.rst b/engine_details/architecture/internal_rendering_architecture.rst index fe0f3c1525a..7b23e91a46d 100644 --- a/engine_details/architecture/internal_rendering_architecture.rst +++ b/engine_details/architecture/internal_rendering_architecture.rst @@ -422,6 +422,8 @@ release. - `servers/rendering/renderer_rd/effects/fsr.cpp `__ - `thirdparty/amd-fsr/ `__ +.. _doc_internal_rendering_architecture_2d_rendering_techniques: + 2D rendering techniques ----------------------- @@ -446,6 +448,8 @@ used to calculate particle collisions in 2D. - `servers/rendering/renderer_rd/shaders/canvas_sdf.glsl `__ +.. _doc_internal_rendering_architecture_3d_rendering_techniques: + 3D rendering techniques ----------------------- diff --git a/tutorials/platform/android/android_library.rst b/tutorials/platform/android/android_library.rst index d66f00992a0..99f7bb12c2a 100644 --- a/tutorials/platform/android/android_library.rst +++ b/tutorials/platform/android/android_library.rst @@ -167,6 +167,7 @@ Below we break-down the steps used to create the GLTF Viewer app. ... +.. _doc_android_library_2_create_the_godot_project: 2. Create the Godot project ~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -241,6 +242,7 @@ Below we break-down the steps used to create the GLTF Viewer app. add_child(current_gltf_node) +.. _doc_android_library_3_build_and_run_the_app: 3. Build and run the app ~~~~~~~~~~~~~~~~~~~~~~~~