GitHub Actions: Check URLs using lychee (#1169)

This makes it possible to be aware of dead links and replace
them with other resources (such as archived versions) as
soon as possible.
This commit is contained in:
Hugo Locurcio
2025-10-02 09:33:27 +02:00
committed by GitHub
parent 57daa67c23
commit a0f59648f2
8 changed files with 76 additions and 10 deletions

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@@ -11,7 +11,7 @@ Renderer: Forward+
## How does it work?
This demo shows how to implement IK using two different methods. One uses the
[`SkeletonIK`](https://docs.godotengine.org/en/latest/classes/class_skeletonik.html)
[`SkeletonIK3D`](https://docs.godotengine.org/en/latest/classes/class_skeletonik3d.html)
node which is built into Godot. The other method is using a script
called FABRIK (inside of the SADE plugin) for inverse kinematics.

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@@ -29,11 +29,11 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
The base vehicle uses a
[`VehicleBody3D`](https://docs.godotengine.org/en/latest/classes/class_vehiclebody3d.html)
node. The trailer truck is tied together using a
[`ConeJointTwist`](https://docs.godotengine.org/en/latest/classes/class_conetwistjoint.html)
[`ConeJointTwist3D`](https://docs.godotengine.org/en/latest/classes/class_conetwistjoint3d.html)
node, and the tow truck is tried together using a chain made of
[`RigidBody3D`](https://docs.godotengine.org/en/latest/classes/class_rigidbody3d.html)
nodes which are pinned together using
[`PinJoint`](https://docs.godotengine.org/en/latest/classes/class_pinjoint.html) nodes.
[`PinJoint3D`](https://docs.godotengine.org/en/latest/classes/class_pinjoint3d.html) nodes.
## Screenshots

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@@ -14,7 +14,7 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
Each chunk is a
[`StaticBody3D`](https://docs.godotengine.org/en/latest/classes/class_staticbody3d.html)
with each block having its own
[`CollisionShape`](https://docs.godotengine.org/en/latest/classes/class_collisionshape.html)
[`CollisionShape3D`](https://docs.godotengine.org/en/latest/classes/class_collisionshape3d.html)
for collisions. The meshes are created using
[`SurfaceTool`](https://docs.godotengine.org/en/latest/classes/class_surfacetool.html)
which allows specifying vertices, triangles, and UV coordinates
@@ -30,7 +30,7 @@ are two terrain types, random blocks and flat grass. A more
complex terrain generator is out-of-scope for this demo project.
The player can place and break blocks using the
[`RayCast`](https://docs.godotengine.org/en/latest/classes/class_raycast.html)
[`RayCast3D`](https://docs.godotengine.org/en/latest/classes/class_raycast3d.html)
node attached to the camera. It uses the collision information to
figure out the block position and change the block data. You can
switch the active block using the brackets or with the middle mouse button.
@@ -40,7 +40,7 @@ Settings are stored inside of an
[AutoLoad singleton](https://docs.godotengine.org/en/latest/getting_started/step_by_step/singletons_autoload.html)
called "Settings". This class will automatically save
settings, and load them when the game opens, by using the
[`File`](https://docs.godotengine.org/en/latest/classes/class_file.html) class.
[`FileAccess`](https://docs.godotengine.org/en/latest/classes/class_fileaccess.html) class.
Sticking to GDScript and the built-in Godot tools, as this demo does, is
quite limiting. If you are making your own voxel game, you should probably