From 2dea8b3c3465901759cabb100c86905cec28ff04 Mon Sep 17 00:00:00 2001 From: sk757a <112779947+sk757a@users.noreply.github.com> Date: Fri, 11 Aug 2023 01:30:51 +0500 Subject: [PATCH] Fix Tween cheatsheet URL --- doc/classes/SceneTreeTween.xml | 2 +- doc/classes/Tween.xml | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/doc/classes/SceneTreeTween.xml b/doc/classes/SceneTreeTween.xml index c7afd114befc..c90f2991be67 100644 --- a/doc/classes/SceneTreeTween.xml +++ b/doc/classes/SceneTreeTween.xml @@ -45,7 +45,7 @@ tween = create_tween() [/codeblock] Some [Tweener]s use transitions and eases. The first accepts a [enum Tween.TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum Tween.EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum Tween.TransitionType] constants with [constant Tween.EASE_IN_OUT], and use the one that looks best. - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url] + [url=https://raw.githubusercontent.com/godotengine/godot-docs/3.6/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url] [b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To prevent a [SceneTreeTween] from autostarting, you can call [method stop] immediately after it is created. [b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the current frame, i.e. after [method Node._process] or [method Node._physics_process] (depending on [enum Tween.TweenProcessMode]). diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index d17301f78986..c2d0f4592117 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -16,7 +16,7 @@ [/codeblock] Many methods require a property name, such as [code]"position"[/code] above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (e.g. [code]position:x[/code]), where it would only apply to that particular component. Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best. - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url] + [url=https://raw.githubusercontent.com/godotengine/godot-docs/3.6/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url] [b]Note:[/b] Tween methods will return [code]false[/code] if the requested operation cannot be completed. [b]Note:[/b] For an alternative method of tweening, that doesn't require using nodes, see [SceneTreeTween].