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2 changes: 1 addition & 1 deletion docs/Block-Definitions.md
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Expand Up @@ -164,7 +164,7 @@ The inventory settings have to be in an `inventory` section as well, e.g. again

| Option | Value(s) | Default | Description |
| ---------- | :---------------: | :-----------: | -------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **shape** | _\<shape\>_ | "engine:cube" | Define the shape of the block. You can use either existing shapes or use self created ones. For more information, see [Block Shapes](./Block-Shapes.md). |
| **shape** | _\<shape\>_ | "engine:cube" | Define the shape of the block. You can use either existing shapes or use self created ones. For more information, see [Block Shapes](Block-Shapes.md). |
| **shapes** | _[\<shape\>,...]_ | | You can restrict the usage of a block type to some shapes. If not explicitly defined, a block type can be instantiated as any available shape. |

## Block Families/Categories
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4 changes: 2 additions & 2 deletions docs/Block-Shapes.md
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Expand Up @@ -16,7 +16,7 @@ A partial side does not.
Below is an example stair block shape, with each side moved away from the center.
In the stair block, the Back and Bottom sides are full sides, while the Top, Front, Left and Right sides are not.

![An 'exploded' block shape](./block-shapes-exploded.png)
![An 'exploded' block shape](block-shapes-exploded.png)

## Shape part

Expand Down Expand Up @@ -131,7 +131,7 @@ The second pane, Terasology Mesh Properties, contains settings that apply to the

Example properties screen (may be outdated):

![Properties window](./block-shapes-TerasologyProperties.png)
![Properties window](block-shapes-TerasologyProperties.png)

### Tips & Tricks

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2 changes: 1 addition & 1 deletion docs/Build-Setup.md
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In Terasology, the engine as well as all libraries and modules are automatically built on [Jenkins](https://jenkins.terasology.io) and the resulting build artifacts published to our [Artifactory](http://artifactory.terasology.org).
While libraries and the engine define how they are built via a `Jenkinsfile` and `build.gradle` in their repositories, the modules in the [Terasology GitHub Org](https://github.com/Terasology) do not (yet).

![Terasology - Build Setup](./images/Build-Setup.png)
![Terasology - Build Setup](images/Build-Setup.png)

## Local Module Builds

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20 changes: 10 additions & 10 deletions docs/Codebase-Structure.md
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This is an overview of the different parts of our primary codebase and will be primarily of interest to developers/modders. See also [Project Overview](./Project-Overview.md) for a higher level view across more different projects.
This is an overview of the different parts of our primary codebase and will be primarily of interest to developers/modders. See also [Project Overview](Project-Overview.md) for a higher level view across more different projects.

Gradle
---------
Expand Down Expand Up @@ -40,7 +40,7 @@ The configuration includes:
* You'll be able to automatically insert the Project Header (copyright etc) in new files (TODO: More details)
* Annotations, which are used extensively in the project, will get some special consideration when IntelliJ looks at whether code is used or not

The biggest architectural piece of the engine is our [Entity System](./Entity-System-Architecture.md) which powers just about everything, much more than just creatures (typically considered "movable entities" or "mobs")
The biggest architectural piece of the engine is our [Entity System](Entity-System-Architecture.md) which powers just about everything, much more than just creatures (typically considered "movable entities" or "mobs")


Facades
Expand Down Expand Up @@ -99,16 +99,16 @@ After the next Gradle execution (like "gradlew idea" to regenerate IntelliJ file

For more on modules see:

* [Module.txt](./Module.txt.md) the manifest for a module. Includes description stuff, author info, dependencies, etc.
* [Module Versioning](./Release-Modules.md#versioning)
* [Module.txt](Module.txt.md) the manifest for a module. Includes description stuff, author info, dependencies, etc.
* [Module Versioning](Release-Modules.md#versioning)
* [Semantic Versioning](http://semver.org) (SemVer).
* Modding Guide
* [Gestalt Modules](https://github.com/MovingBlocks/gestalt/wiki/Modules) - In-depth discussion of Modules (non-Terasology-specific)

Libraries
---------

`libs/` is a directory you can use for including [Locally Developed Libraries](./Using-Locally-Developed-Libraries.md).
`libs/` is a directory you can use for including [Locally Developed Libraries](Using-Locally-Developed-Libraries.md).

Other File Types
---------
Expand Down Expand Up @@ -137,8 +137,8 @@ Common Issues and Other Notes
Related Pages
---------

* [Contributor Quick Start Guide](./Contributor-Quick-Start.md)
* [Code Conventions](./Code-Conventions.md)
* [Modding API](./Modding-API.md)
* [Entity System Architecture](./Entity-System-Architecture.md)
* [Shape Architecture](./Block-Shapes.md)
* [Contributor Quick Start Guide](Contributor-Quick-Start.md)
* [Code Conventions](Code-Conventions.md)
* [Modding API](Modding-API.md)
* [Entity System Architecture](Entity-System-Architecture.md)
* [Shape Architecture](Block-Shapes.md)
10 changes: 5 additions & 5 deletions docs/Contributor-Quick-Start.md
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Expand Up @@ -39,7 +39,7 @@

## Get Help when Facing Issues

* Check out our wiki pages on [Troubleshooting](./Troubleshooting-Developer.md)
* Check out our wiki pages on [Troubleshooting](Troubleshooting-Developer.md)
* Join our community on [Discord](https://discord.gg/terasology) and ask questions


Expand All @@ -62,11 +62,11 @@ You can read through the intro topics for more details on exactly how to set up
* [Resources for Learning Git & GitHub](https://help.github.com/articles/good-resources-for-learning-git-and-github)
* [Recommended Git Tutorial](http://learngitbranching.js.org)
* [Recommended GitHub Tutorial](https://help.github.com/categories/bootcamp)
* [Codebase Structure](./Codebase-Structure.md)
* [Module Dependencies](./Module-Dependencies.md) - explains how you can have module `X` depend on module `Y` even at a specific version level
* [Developing Modules](./Developing-Modules.md) - shows you how to interact with and organize modules that hold most the content for the game
* [Codebase Structure](Codebase-Structure.md)
* [Module Dependencies](Module-Dependencies.md) - explains how you can have module `X` depend on module `Y` even at a specific version level
* [Developing Modules](Developing-Modules.md) - shows you how to interact with and organize modules that hold most the content for the game
* Advanced Gradle and Groovy usage: take a look at `gradlew tasks` and `groovyw usage`
* [Using Locally Developed Libraries](./Using-Locally-Developed-Libraries.md)
* [Using Locally Developed Libraries](Using-Locally-Developed-Libraries.md)


## Notes
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2 changes: 1 addition & 1 deletion docs/Dealing-with-Forks.md
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Alright, you have gone through [Contributor Quick Start](./Contributor-Quick-Start.md) and maybe looked at [Developing Modules](./Developing-Modules.md) - now how about actually submitting some changes back to GitHub?
Alright, you have gone through [Contributor Quick Start](Contributor-Quick-Start.md) and maybe looked at [Developing Modules](Developing-Modules.md) - now how about actually submitting some changes back to GitHub?

There are two ways to submit changes back to GitHub, either gaining write ("push") access to any of our root repos or forking personal copies of any of them yourself.

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20 changes: 10 additions & 10 deletions docs/Developing-Modules.md
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Expand Up @@ -44,7 +44,7 @@ This will create a module named "MySample" at `modules/MySample`

As with fetching a module be sure to let Gradle refresh your workspace after your module lineup has changed.

You'll notice the new module directory has been created with some placeholder files. Adjust [module.txt](./Module.txt.md) accordingly to describe your module.
You'll notice the new module directory has been created with some placeholder files. Adjust [module.txt](Module.txt.md) accordingly to describe your module.

To work on your new module make sure that -

Expand All @@ -54,7 +54,7 @@ To work on your new module make sure that -
- Push the branch to your fork `git push -u origin branch_name`
- Create a pull request.

If you're working on a new gameplay template (as opposed to utility modules meant to be enabled alongside a different template) you'll need to add CoreRendering as a dependency, which can be done in the [module.txt](./Module.txt.md) like this:
If you're working on a new gameplay template (as opposed to utility modules meant to be enabled alongside a different template) you'll need to add CoreRendering as a dependency, which can be done in the [module.txt](Module.txt.md) like this:

```json
{
Expand Down Expand Up @@ -91,18 +91,18 @@ All that means is that you treat the two pieces independently when it comes to s

![One local workspace, two separate repos on GitHub](DevelopingModules.png)

For more information, go to [Multi-Repo Workspace](./Multi-Repo-Workspace.md).
For more information, go to [Multi-Repo Workspace](Multi-Repo-Workspace.md).

## Structure of modules

This is just a sample listing of assets - there are more types. See our [asset tutorial](https://github.com/Terasology/TutorialAssetSystem/wiki) for more

* `/assets` - place resources related to the module under here and our Asset System will find them. You can optionally introduce additional directory levels under each asset type to organize better (subdirs are ignored by the game engine, just a human convenience)
* `/blocks` - block definitions go here, which are simple JSON files holding any special instructions related to each block (or nothing at all). Each block may reference one or more textures for its faces. See [Block System](./Block-Definitions.md) for more details
* `/blocks` - block definitions go here, which are simple JSON files holding any special instructions related to each block (or nothing at all). Each block may reference one or more textures for its faces. See [Block System](Block-Definitions.md) for more details
* `/blockTiles` - block textures go here and are usually matched by block definition files. However, if you place an `auto` directory under here any images there will automagically become basic blocks (same texture on all sides, no special traits)
* `/prefabs` - these JSON files describe entity recipes that can be used by the game engine to create objects in-game. This could for instance be a Portal describing what it is able to spawn, or a chest block able to hold items. See [Entity system concepts](./Entity-System-Architecture.md)
* `/prefabs` - these JSON files describe entity recipes that can be used by the game engine to create objects in-game. This could for instance be a Portal describing what it is able to spawn, or a chest block able to hold items. See [Entity system concepts](Entity-System-Architecture.md)
* `/sounds` - another asset type example. You can place an audio file here in the OGG format and then reference it using the mod's namespace, such as `portals:spawn`
* `/src` - actual source code for custom functionality goes under here. Usually this will be custom Components and Systems that make up the core content in our [Entity System Architecture](./Entity-System-Architecture.md)
* `/src` - actual source code for custom functionality goes under here. Usually this will be custom Components and Systems that make up the core content in our [Entity System Architecture](Entity-System-Architecture.md)
* `/ui` - ui-related classes such as HUD widgets or screens (see our [Nui Tutorial](https://github.com/Terasology/TutorialNui/wiki))
* `/world` - world-related classes, for instance facets, providers, and rasterizers (see our [World Generation Tutorial](https://github.com/Terasology/TutorialWorldGeneration/wiki))
* `/topicA` - place components, events, and systems related to a specific topic into the same sub-package - this allows for the classes to access each other's package-private members and methods
Expand All @@ -116,7 +116,7 @@ _See [#2445](https://github.com/MovingBlocks/Terasology/issues/2445) for more de

## See also

* [Modding API](./Modding-API.md) - the methods a module is allowed to call
* [Testing Modules](./Testing-Modules.md) - test your module with unit tests and integration tests
* [Module Dependencies](./Module-Dependencies.md) - how to deal with modules that depend on another
* [Dealing with Forks](./Dealing-with-Forks.md) - work with your own copies of GitHub repos you can write to
* [Modding API](Modding-API.md) - the methods a module is allowed to call
* [Testing Modules](Testing-Modules.md) - test your module with unit tests and integration tests
* [Module Dependencies](Module-Dependencies.md) - how to deal with modules that depend on another
* [Dealing with Forks](Dealing-with-Forks.md) - work with your own copies of GitHub repos you can write to
16 changes: 8 additions & 8 deletions docs/Home.md
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Expand Up @@ -6,7 +6,7 @@ It doesn't cover game content or how to play the game much, but check out the do

Use the sidebar to arrive at the most central topics this wiki covers.

See [What is Terasology](./What-is-Terasology.md) for some more background information.
See [What is Terasology](What-is-Terasology.md) for some more background information.

## Joining the Community & Asking for Help

Expand All @@ -20,9 +20,9 @@ However, it has a lot of more or less actionable ideas for improvement and a bun

## Contributing

Interested in getting involved with working on the game? Make sure to check out the [Contributor Quick Start](./Contributor-Quick-Start.md) for setting up your first workspace and starting the game from source. It also has useful links on how to start with your first contribution.
Interested in getting involved with working on the game? Make sure to check out the [Contributor Quick Start](Contributor-Quick-Start.md) for setting up your first workspace and starting the game from source. It also has useful links on how to start with your first contribution.

We also apply for GSOC - [Google Summer of Code](https://developers.google.com/open-source/gsoc) and [GCI](./GCI.md) - [Google Code-In](https://codein.withgoogle.com/) every year. So if you're a student and it is that time of the year maybe check it out!
We also apply for GSOC - [Google Summer of Code](https://developers.google.com/open-source/gsoc) and [GCI](GCI.md) - [Google Code-In](https://codein.withgoogle.com/) every year. So if you're a student and it is that time of the year maybe check it out!

## Architecture

Expand All @@ -35,15 +35,15 @@ The actual game content is added by _modules_ on top of that.

All Terasology modules reside in the [Terasology](https://github.com/Terasology) Github organization.

![Terasology - High Level Architecture](./architecture.png)
![Terasology - High Level Architecture](architecture.png)

These pages offer more advanced insight into how specific features of the game are architected and why.

- [Project Sturcture](./Codebase-Structure.md) - a high-level overview of the code base
- [Entity System Architecture](./Entity-System-Architecture.md) - describes the structure and usage of the entity system.
- [Events and Systems](./Events-and-Systems.md) - describes how new game logic can be hooked in
- [Project Sturcture](Codebase-Structure.md) - a high-level overview of the code base
- [Entity System Architecture](Entity-System-Architecture.md) - describes the structure and usage of the entity system.
- [Events and Systems](Events-and-Systems.md) - describes how new game logic can be hooked in
- [Block Architecture](https://github.com/Terasology/TutorialAssetSystem/wiki/Block-Attributes) - development overview of our Block system. (pending changes needed to make the game work in an applet again)
- [Block Shapes](./Block-Shapes.md) - defining 3D meshes via definitions in JSON!
- [Block Shapes](Block-Shapes.md) - defining 3D meshes via definitions in JSON!

## Announcement Channels

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2 changes: 1 addition & 1 deletion docs/Interactive-Blocks.md
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Expand Up @@ -32,7 +32,7 @@ With the tiles object it is possible to specify cube like blocks with up to 6 di
The properties of the `tiles` object should reference textures by their asset URI: `<module name>:<tile image name without extension>` (learn more in the [Asset System Tutorial](https://github.com/Terasology/TutorialAssetSystem/wiki)).
Any image under `assets/blockTiles` in module can be referenced that way.

For more details about the block properties have a look at [Block Definitions](./Block-Definitions.md).
For more details about the block properties have a look at [Block Definitions](Block-Definitions.md).

## Block Entity

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10 changes: 5 additions & 5 deletions docs/Modding-API.md
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Expand Up @@ -21,8 +21,8 @@ As we improve our documentation system expect to eventually see a JavaDoc-like s

## See also

* [Developing Modules](./Developing-Modules.md) - how to edit an existing module or create a new one
* [Testing Modules](./Testing-Modules.md) - test your module with unit tests and integration tests
* [Module Dependencies](./Module-Dependencies.md) - how to deal with modules that depend on another
* [I/O API for Modules](./IO-API-for-Modules.md) - reading and writing files from modules
* [Module Security](./Module-Security.md) - which threats does the module sandbox protect against, and how?
* [Developing Modules](Developing-Modules.md) - how to edit an existing module or create a new one
* [Testing Modules](Testing-Modules.md) - test your module with unit tests and integration tests
* [Module Dependencies](Module-Dependencies.md) - how to deal with modules that depend on another
* [I/O API for Modules](IO-API-for-Modules.md) - reading and writing files from modules
* [Module Security](Module-Security.md) - which threats does the module sandbox protect against, and how?
4 changes: 2 additions & 2 deletions docs/Module-Security.md
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Expand Up @@ -70,8 +70,8 @@ The restrictions of ModuleSecurityPolicy apply to classes which were loaded usin


# Related:
* [Modding API](./Modding-API.md)
* [IO API for Modules](./IO-API-for-Modules.md) for local persistent storage
* [Modding API](Modding-API.md)
* [IO API for Modules](IO-API-for-Modules.md) for local persistent storage


# Threats not addressed
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4 changes: 2 additions & 2 deletions docs/Module.txt.md
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Expand Up @@ -3,10 +3,10 @@
## Contents

* _id_ - Machine-readable name of the module. Used by the terasology engine and other modules to refer to the module.
* _version_ - Version of the module. See [Module Versioning](./Release-Modules.md#versioning)
* _version_ - Version of the module. See [Module Versioning](Release-Modules.md#versioning)
* _displayName_ - The name of the module isplayed to end-users
* _description_ - Human-readable description of the module.
* _dependencies_ - List of ids and minVersions of modules needed for this module to work. See [Module-Dependencies](./Module-Dependencies.md)
* _dependencies_ - List of ids and minVersions of modules needed for this module to work. See [Module-Dependencies](Module-Dependencies.md)
* _defaultWorldGenerator_ - The default world generator to use for this module.

### Ways to categorize your module:
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2 changes: 1 addition & 1 deletion docs/Play-Test-Setup.md
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Expand Up @@ -50,7 +50,7 @@ Consider testing locally with `ipconfig -flushdns` or comparable if needed, then

Use a tool like WinSCP or any other SSH / file transfer tool of your choice

* Make sure you have the desired build available locally and extracted (see [Release: Omega](./Release-Omega.md) for instructions how to create a release)
* Make sure you have the desired build available locally and extracted (see [Release: Omega](Release-Omega.md) for instructions how to create a release)
* Open an `ssh` session for user "root" on the server and go to `/opt/terasology` if not already there
* `rm -rf server libs modules` to reset current state
* Copy the `libs` and `modules` from your local build to the server
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2 changes: 1 addition & 1 deletion docs/Project-Overview.md
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Expand Up @@ -16,7 +16,7 @@ Primary Repositories

The central components of Terasology live under two GitHub Organizations. The ones needed to run the base game are listed below.

See [Codebase Structure](./Codebase-Structure.md) for more details on each piece
See [Codebase Structure](Codebase-Structure.md) for more details on each piece

* [MovingBlocks](https://github.com/MovingBlocks) - this organization primarily contains the engine itself plus facades. It also holds some library projects - more below
* [Engine](https://github.com/MovingBlocks/Terasology): The beating heart of the game. Also contains the PC Facade (the standard application) and the Core Module, as they're required for the base game to run normally
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