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fix: add custom achors before headings that start with a digit
as per Calinou's suggestion I very well may have missed some
1 parent f62bd3c commit 0c00272

19 files changed

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about/docs_changelog.rst

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New pages since version 4.3
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---------------------------
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.. _doc_docs_changelog_new_pages_since_version_4.3_2d:
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2D
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~~
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- :ref:`doc_introduction_to_2d`
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.. _doc_docs_changelog_new_pages_since_version_4.3_3d:
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3D
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~~
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- :ref:`doc_system_requirements`
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.. _doc_docs_changelog_new_pages_since_version_4.2_2d:
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2D
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~~
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New pages since version 3.6
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---------------------------
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.. _doc_docs_changelog_new_pages_since_version_3.6_2d:
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2D
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~~
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- :ref:`doc_2d_antialiasing`
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.. _doc_docs_changelog_new_pages_since_version_3.6_3d:
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3D
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~~
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New pages since version 3.4
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---------------------------
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.. _doc_docs_changelog_new_pages_since_version_3.4_3d:
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3D
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~~
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New pages since version 3.2
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---------------------------
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.. _doc_docs_changelog_new_pages_since_version_3.2_3d:
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3D
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~~
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- :ref:`doc_android_gradle_build`
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.. _doc_docs_changelog_new_pages_since_version_3.1_2d:
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2D
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~~
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- :ref:`doc_data_preferences`
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- :ref:`doc_logic_preferences`
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.. _doc_docs_changelog_new_pages_since_version_3.0_2d:
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2D
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~~
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- :ref:`doc_2d_lights_and_shadows`
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- :ref:`doc_2d_meshes`
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.. _doc_docs_changelog_new_pages_since_version_3.0_3d:
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3D
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~~
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about/list_of_features.rst

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See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
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.. _doc_list_of_features_2d_graphics:
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2D graphics
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-----------
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- Optional :ref:`2D HDR rendering <doc_environment_and_post_processing_using_glow_in_2d>`
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for better glow capabilities.
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.. _doc_list_of_features_2d_tools:
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2D tools
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--------
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- :ref:`2D geometry helper class <class_Geometry2D>`.
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.. _doc_list_of_features_2d_physics:
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2D physics
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----------
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- Built-in shapes: line, box, circle, capsule, world boundary (infinite plane).
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- Collision polygons (can be drawn manually or generated from a sprite in the editor).
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.. _doc_list_of_features_3d_graphics:
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3D graphics
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-----------
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improve quality. This can be helpful when
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:ref:`using Godot for offline rendering <doc_creating_movies>`.
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.. _doc_list_of_features_3d_tools:
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3D tools
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--------
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- Support for exporting the current scene as a glTF 2.0 file, both from the editor
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and at runtime from an exported project.
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.. _doc_list_of_features_3d_physics:
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3D physics
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----------
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engine_details/architecture/internal_rendering_architecture.rst

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- `drivers/gles3/shaders/ <https://github.com/godotengine/godot/blob/4.2/drivers/gles3/shaders/>`__
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.. _doc_internal_rendering_architecture_2d_and_3d_rendering_separation:
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2D and 3D rendering separation
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------------------------------
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tutorials/2d/2d_movement.rst

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.. image:: img/movement_inputs.webp
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.. _doc_2d_movement_8-way_movement:
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8-way movement
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--------------
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tutorials/2d/introduction_to_2d.rst

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.. tip:: If you would like to get an introduction to 3D, see :ref:`doc_introduction_to_3d`.
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.. _doc_introduction_to_2d_2d_workspace:
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2D workspace
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------------
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selected, only movement and rotation are possible. In this mode, rotation and scaling
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will not use the snapping options if snapping is enabled.
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- **Move Mode** (:kbd:`W`): Enables move (or translate) mode for the selected nodes. See
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:ref:`doc_introduction_to_2d_the_viewport` for more details.
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:ref:`doc_introduction_to_2d_2d_viewport` for more details.
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- **Rotate Mode** (:kbd:`E`): Enables rotation mode for the selected nodes. See
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:ref:`doc_introduction_to_2d_the_viewport` for more details.
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:ref:`doc_introduction_to_2d_2d_viewport` for more details.
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- **Scale Mode** (:kbd:`S`): Enables scaling and displays scaling gizmos in both
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axes for the selected node(s). See :ref:`doc_introduction_to_2d_the_viewport` for more details.
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axes for the selected node(s). See :ref:`doc_introduction_to_2d_2d_viewport` for more details.
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- **Show list of selectable nodes at position clicked**: As the description suggests,
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this provides a list of selectable nodes at the clicked position as a context menu, if
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there is more than one node in the clicked area.
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.. seealso:: To learn more about Skeletons, see :ref:`doc_cutout_animation`.
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- **View** menu: Provides options to control the viewport view. Since its options
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depend heavily on the viewport, it is covered in the :ref:`doc_introduction_to_2d_the_viewport`
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depend heavily on the viewport, it is covered in the :ref:`doc_introduction_to_2d_2d_viewport`
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Next to the View menu, additional buttons may be visible. In the toolbar image
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.. doc_introduction_to_2d_2d_viewport:
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transform properties (position, scaling, or rotation) if a transform operation has been
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- **Show Rulers**: Toggles the visibility of horizontal and vertical rulers. See
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:ref:`doc_introduction_to_2d_2d_viewport` more on rulers.
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- **Show Guides**: Toggles the visibility of created guides. See
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:ref:`doc_introduction_to_2d_2d_viewport` for on how to create them.
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- **Show Origin**: Toggles the display of the green and red origin lines drawn at ``x: 0, y: 0``.
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- **Show Viewport**: Toggles the visibility of the game's default
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viewport, indicated by an indigo-colored rectangle. It is also the default window size on desktop

tutorials/3d/introduction_to_3d.rst

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.. _doc_introduction_to_3d_3d_workspace:
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.. _doc_introduction_to_3d_3d_content:
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3D content
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2D in 3D
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~~~~~~~~
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tutorials/3d/lights_and_shadows.rst

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.. _doc_lights_and_shadows_16-bits_versus_32-bit:
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16-bits versus 32-bit
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tutorials/animation/cutout_animation.rst

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.. _doc_cutout_animation_2d_skeletal_deform:
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2D Skeletal deform
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~~~~~~~~~~~~~~~~~~
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tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.rst

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.. _doc_model_export_considerations_3D_asset_direction_conventions:
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3D asset direction conventions
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tutorials/editor/default_key_mapping.rst

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| Toggle Shader Editor Bottom Panel | :kbd:`Alt + S` | :kbd:`Alt + S` | ``bottom_panels/toggle_shader_editor_bottom_panel`` |
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.. _doc_default_key_mapping_2d_/_canvasitem_editor:
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2D / CanvasItem editor
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