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Re-link contributing links to the new contributing documentation. (#1149)
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README.md

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or joining the discussion on the [Godot Contributors Chat](https://chat.godotengine.org/channel/website) is a good
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idea.
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[^1]: https://docs.godotengine.org/en/latest/contributing/workflow/index.html
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[^1]: https://contributing.godotengine.org/en/latest/other/website.html
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[^2]: https://developer.mozilla.org/en-US/docs/Learn_web_development/Core/CSS_layout/Supporting_Older_Browsers
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[^3]: https://developer.mozilla.org/en-US/docs/Mozilla/Add-ons/WebExtensions/Browser_support_for_JavaScript_APIs
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_includes/header.html

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<ul class="right">
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<li><a href="/download/windows/" class="set-os-download-url">{% t header.download %}</a></li>
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<li><a href="https://docs.godotengine.org">{% t header.docs %}</a></li>
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<li><a href="https://docs.godotengine.org/en/stable/contributing/how_to_contribute.html">{% t header.contribute %}</a></li>
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<li><a href="https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html">{% t header.contribute %}</a></li>
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{% if page.localize %}
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<li class="language-selector" onclick="this.classList.toggle('open')">
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<a class="mobile-language-selector" href="#">{% t header.language %}: </a>

_layouts/download.html

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</li>
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<li>
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Follow the instructions from the
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<a href="https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html">official documentation</a>.
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<a href="https://docs.godotengine.org/en/stable/engine_details/development/compiling/index.html">official documentation</a>.
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</li>
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</ul>
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</div>

collections/_article/80-funded-celebrating-patreon-rewards-upgrade.md

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When we started working on the Patreon page with Juan, we expected that it would take a few months and the publication of Godot 3.0 to bring us near to our $3,000 monthly goal which could secure us Juan's full-time dedication to the project.
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And here we are, two weeks in and already 80% funded, with barely $600 missing to reach our main goal - and it keeps growing [slowly but steadily](https://graphtreon.com/creator/godotengine), with a daily influx of new donors.
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We want to thank you all for your incredible support! Whether you [contribute to the engine's development](http://docs.godotengine.org/en/latest/community/contributing/ways_to_contribute.html) via code, bug reports, testing, teaching, developing awesome games or donating to the project, you all participate in making Godot!
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We want to thank you all for your incredible support! Whether you [contribute to the engine's development](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html) via code, bug reports, testing, teaching, developing awesome games or donating to the project, you all participate in making Godot!
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And this is also very invigorating. We are a non-profit project, dedicated to making the best free and open source game engine not for our own sake, but for anyone wanting to develop games.
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Seeing that we are able to crowdfund the development of our engine proves us the worth of our voluntary work as free software contributors, and that we are creating something really unique with Godot.

collections/_article/become-godot-contributor-hacktoberfest-2018.md

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- The [*Hacktoberfest*](https://github.com/godotengine/godot/labels/Hacktoberfest) label on the [source code repository](https://github.com/godotengine/godot) lists some "newcomer-friendly" issues that you can have a look at. Note that you are not limited to those issues, you can work on anything you want - this selection is just a shortlist.
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- Similarly, the [*Hero wanted!*](https://github.com/godotengine/godot/labels/hero%20wanted%21) label also has a selection of issues ready to be worked on, where project maintainers or users have done enough initial debugging to point you in the right direction (see our [recent blog post](/article/hero-wanted-31-version) about the "Hero wanted!" campaign).
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- You can also browse all other issues of the code repository which are in the [*3.1 milestone*](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A3.1) (our main focus currently), and especially the ones [labelled as *bug*](https://github.com/godotengine/godot/issues?q=is%3Aopen+label%3Abug+milestone%3A3.1).
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- Have a look at the [contributor's documentation](http://docs.godotengine.org/en/latest/community/contributing/index.html), especially the [CONTRIBUTING.md](https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md), the [Pull Request workflow](http://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html) and the [Code style guidelines](http://docs.godotengine.org/en/latest/community/contributing/code_style_guidelines.html).
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- Have a look at the [contributor's documentation](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html), especially the [CONTRIBUTING.md](https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md), the [Pull Request workflow](https://contributing.godotengine.org/en/latest/organization/pull_requests/creating_pull_requests.html) and the [Code style guidelines](https://contributing.godotengine.org/en/latest/engine/guidelines/code_style.html).
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- Join the [`#godotengine-devel`](http://webchat.freenode.net/?channels=#godotengine-devel) IRC channel on Freenode (also bridged on [Matrix](https://matrix.to/#/#freenode_#godotengine-devel:matrix.org)) to discuss with fellow engine contributors.
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If you want to work on the class reference, have a look at the [dedicated page](http://docs.godotengine.org/en/latest/community/contributing/updating_the_class_reference.html).
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If you want to work on the class reference, have a look at the [dedicated page](https://contributing.godotengine.org/en/latest/documentation/class_reference.html).
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### Documentation contributions
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Here's how to get started:
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- Check the [list of issues](https://github.com/godotengine/godot-docs/issues) and see if there's anything you'd like to work on.
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- Review the documentation on [how to write documentation](http://docs.godotengine.org/en/latest/community/contributing/documentation_guidelines.html) (yes, that has to be documented too!).
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- Review the documentation on [how to write documentation](https://contributing.godotengine.org/en/latest/documentation/guidelines/index.html) (yes, that has to be documented too!).
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- Join the `#documentation` channel on [Godot's Discord](https://discord.gg/zH7NUgz) server (most active place to discuss with fellow documentation contributors), or if you prefer the [`#godotengine-doc`](http://webchat.freenode.net/?channels=#godotengine-doc) IRC channel on Freenode (but it's less active).
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That's it! It's a lot of links and documentation, but you of course don't need to review everything in depth, look in priority at the [contributor's documentation](http://docs.godotengine.org/en/latest/community/contributing/index.html) and then pick something you'd like to work on.
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That's it! It's a lot of links and documentation, but you of course don't need to review everything in depth, look in priority at the [contributor's documentation](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html) and then pick something you'd like to work on.
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Enjoy your Hacktoberfest and have fun contributing to your very own engine!

collections/_article/bugs-lets-catch-em-all-saturday.md

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- [List of issues in the 3.0 milestone](https://github.com/godotengine/godot/milestone/4) (meant to be fixed before 3.0 is released, or eventually moved to the next milestone if non critical).
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- [List of "Hero Wanted!" issues](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3A%22hero+wanted%21%22).
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- [Contributing docs](http://docs.godotengine.org/en/latest/community/contributing/ways_to_contribute.html), especially the parts of the [PR workflow](http://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html) and the [code style guidelines](http://docs.godotengine.org/en/latest/community/contributing/code_style_guidelines.html).
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- [Contributing docs](https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html), especially the parts of the [PR workflow](http://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html) and the [code style guidelines](http://docs.godotengine.org/en/latest/community/contributing/code_style_guidelines.html).
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- [#godotengine-devel on Freenode](http://webchat.freenode.net/?channels=#godotengine-devel)

collections/_article/dev-snapshot-godot-4-3-dev-1.md

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- Major refactoring of the rendering system ([GH-83452](https://github.com/godotengine/godot/pull/83452)), which paves the way to several big improvements coming soon ([here's one of them](/article/collaboration-with-google-forge-2023/)). In the meantime, please test anything and everything related to rendering. Even though this change has been rigorously evaluated by a multitude of experienced contributors, we, as always, rely on our community to make absolutely sure things are as smooth and stable as they seem.
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- The new Direct3D 12 rendering driver is here for all your Microsoft-adjacent cross-platform needs ([GH-70315](https://github.com/godotengine/godot/pull/70315)). Being based on proprietary technology, D3D12 support comes as an optional feature keeping the open source spirit of the engine intact. Make sure to check the [updated documentation](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_windows.html) for compiling Godot with D3D12 enabled (there is also an [update regarding cross-compilation](https://github.com/godotengine/godot-docs/pull/8624) getting ready to be merged).
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- The new Direct3D 12 rendering driver is here for all your Microsoft-adjacent cross-platform needs ([GH-70315](https://github.com/godotengine/godot/pull/70315)). Being based on proprietary technology, D3D12 support comes as an optional feature keeping the open source spirit of the engine intact. Make sure to check the [updated documentation](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_windows.html) for compiling Godot with D3D12 enabled (there is also an [update regarding cross-compilation](https://github.com/godotengine/godot-docs/pull/8624) getting ready to be merged).
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- Multiple controllers can now contribute to input actions ([GH-84943](https://github.com/godotengine/godot/pull/84943)), which expands upon previous fixes to multiple devices triggering input at the same time.
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collections/_article/dev-snapshot-godot-4-3-dev-3.md

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In this build however, we enabled Direct3D 12 support in our official builds, including the open source Mesa NIR library and Godot's D3D12 implementation. `dxil.dll` is still required, but not provided, so by default you will still only have access to the Vulkan backend. To enable the D3D12 support, you need to download the [DirectX Shader Compiler](https://github.com/Microsoft/DirectXShaderCompiler/releases), and copy the relevant `dxil.dll` file for your architecture next to your Godot editor or exported project's executable.
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We are still evaluating options for being able to provide a D3D12 support that works out of the box, without a proprietary component. But for now to test things you will have to do this manual step (or [compile from source](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_windows.html#compiling-with-support-for-direct3d-12), which does it for you).
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We are still evaluating options for being able to provide a D3D12 support that works out of the box, without a proprietary component. But for now to test things you will have to do this manual step (or [compile from source](https://docs.godotengine.org/en/latest/engine_details/development/compiling/compiling_for_windows.html#compiling-with-support-for-direct3d-12), which does it for you).
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### Editor theme and UX improvements
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collections/_article/dev-snapshot-godot-4-5-beta-1.md

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Similarly, the ability to swap languages on-the-fly within the editor is now possible thanks to the efforts of [Tomasz Chabora](https://github.com/KoBeWi) in [GH-102562](https://github.com/godotengine/godot/pull/102562). Now users can preview *and* experience multiple language options in a single editor session.
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We also want to give a shout-out to all the translators who tirelessly work on localizing the Godot editor, the class reference and the online documentation. If you'd like to join that effort, head to [Weblate](https://hosted.weblate.org/projects/godot-engine/) and review our [documentation](https://docs.godotengine.org/en/latest/contributing/documentation/editor_and_docs_localization.html#doc-editor-and-docs-localization) for instructions.
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We also want to give a shout-out to all the translators who tirelessly work on localizing the Godot editor, the class reference and the online documentation. If you'd like to join that effort, head to [Weblate](https://hosted.weblate.org/projects/godot-engine/) and review our [documentation](https://contributing.godotengine.org/en/latest/documentation/translation/index.html) for instructions.
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### Navigation
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collections/_article/fill-blank-class-reference.md

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## Current status
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So that's where [we need YOU](http://docs.godotengine.org/en/latest/contributing/updating_the_class_reference.html). There was already an important effort before 2.0 to complete the class reference, but the work is far from finished. As of today, the class reference has 369 classes, 4420 methods, 1763 constants, 152 member variables and 142 signals. Out of which only 34% have proper descriptions so far. (You can get a nice overview for yourself using bojidar\_bg's awesome script in ``doc/tools/doc_status.py``)
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So that's where [we need YOU](https://contributing.godotengine.org/en/latest/documentation/class_reference.html). There was already an important effort before 2.0 to complete the class reference, but the work is far from finished. As of today, the class reference has 369 classes, 4420 methods, 1763 constants, 152 member variables and 142 signals. Out of which only 34% have proper descriptions so far. (You can get a nice overview for yourself using bojidar\_bg's awesome script in ``doc/tools/doc_status.py``)
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You can also see the detailed status in [this collaborative pad](https://etherpad.net/p/godot-classref-status) that we use to coordinate the contribution effort.
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## How to help?
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Everything is described in the docs page [Updating the class reference](http://docs.godotengine.org/en/latest/contributing/updating_the_class_reference.html). Basically the workflow is to fork and clone Godot's source repository, edit the ``doc/base/classes.xml`` file and make a pull request for your changes.
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Everything is described in the docs page [Updating the class reference](https://contributing.godotengine.org/en/latest/documentation/class_reference.html). Basically the workflow is to fork and clone Godot's source repository, edit the ``doc/base/classes.xml`` file and make a pull request for your changes.
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For more efficiency, and because it's funnier to work on such things together (especially when you have questions about what a given method does), you are very welcome to join the [#godotengine-doc](http://webchat.freenode.net/?channels=#godotengine-doc) IRC channel on Freenode to discuss live with the rest of the documentation team.
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## Useful links
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- [Online class reference](http://docs.godotengine.org/en/latest/classes/_classes.html)
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- [Contributing to the class reference](http://docs.godotengine.org/en/latest/contributing/updating_the_class_reference.html)
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- [Contributing to the class reference](https://contributing.godotengine.org/en/latest/documentation/class_reference.html)
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- [Collaborative pad](https://etherpad.net/p/godot-classref-status)
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- [Recent class reference changes](https://github.com/godotengine/godot/commits/master/doc)

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