summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorMatthew <matthewehr@hotmail.com>2023-10-05 23:02:28 -0400
committerGitHub <noreply@github.com>2023-10-05 23:02:28 -0400
commit9e455f424a635549b295272d82757c7ff99f33d7 (patch)
treee2fde9c7bb853bce69a16653f0bb69cbea7e90e3
parentf2ba8ec6ca2e4ff493cba11f95621d10ab8bb363 (diff)
parentff23d27427edfcf15e040fc635c75f3247891cd5 (diff)
downloadredot-engine-9e455f424a635549b295272d82757c7ff99f33d7.tar.gz
Merge pull request #80872 from aaronfranke/split-importing-3d-scenes
Update Importing 3D scenes links to match splitting PR
-rw-r--r--doc/classes/EditorScenePostImport.xml2
-rw-r--r--doc/classes/ResourceImporterOBJ.xml2
-rw-r--r--doc/classes/ResourceImporterScene.xml4
3 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml
index e98edef44c..7325d31fc5 100644
--- a/doc/classes/EditorScenePostImport.xml
+++ b/doc/classes/EditorScenePostImport.xml
@@ -55,7 +55,7 @@
[/codeblocks]
</description>
<tutorials>
- <link title="Importing 3D scenes: Custom script">$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#custom-script</link>
+ <link title="Importing 3D scenes: Configuration: Using import scripts for automation">$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.html#using-import-scripts-for-automation</link>
</tutorials>
<methods>
<method name="_post_import" qualifiers="virtual">
diff --git a/doc/classes/ResourceImporterOBJ.xml b/doc/classes/ResourceImporterOBJ.xml
index 9cb17ed3b2..fa964e5016 100644
--- a/doc/classes/ResourceImporterOBJ.xml
+++ b/doc/classes/ResourceImporterOBJ.xml
@@ -8,7 +8,7 @@
See also [ResourceImporterScene], which is used for more advanced 3D formats such as glTF.
</description>
<tutorials>
- <link title="Importing 3D scenes">$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html</link>
+ <link title="Importing 3D scenes">$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/index.html</link>
</tutorials>
<members>
<member name="force_disable_mesh_compression" type="bool" setter="" getter="" default="false">
diff --git a/doc/classes/ResourceImporterScene.xml b/doc/classes/ResourceImporterScene.xml
index fe0a86ca21..1769da9f24 100644
--- a/doc/classes/ResourceImporterScene.xml
+++ b/doc/classes/ResourceImporterScene.xml
@@ -9,7 +9,7 @@
[b]Note:[/b] [ResourceImporterScene] is [i]not[/i] used for [PackedScene]s, such as [code].tscn[/code] and [code].scn[/code] files.
</description>
<tutorials>
- <link title="Importing 3D scenes">$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html</link>
+ <link title="Importing 3D scenes">$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/index.html</link>
</tutorials>
<members>
<member name="_subresources" type="Dictionary" setter="" getter="" default="{}">
@@ -28,7 +28,7 @@
If [code]true[/code], trim the beginning and end of animations if there are no keyframe changes. This can reduce output file size and memory usage with certain 3D scenes, depending on the contents of their animation tracks.
</member>
<member name="import_script/path" type="String" setter="" getter="" default="&quot;&quot;">
- Path to an import script, which can run code after the import process has completed for custom processing. See [url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#doc-importing-3d-scenes-import-script]Using import scripts for automation[/url] for more information.
+ Path to an import script, which can run code after the import process has completed for custom processing. See [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.html#using-import-scripts-for-automation]Using import scripts for automation[/url] for more information.
</member>
<member name="meshes/create_shadow_meshes" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables the generation of shadow meshes on import. This optimizes shadow rendering without reducing quality by welding vertices together when possible. This in turn reduces the memory bandwidth required to render shadows. Shadow mesh generation currently doesn't support using a lower detail level than the source mesh (but shadow rendering will make use of LODs when relevant).