diff --git a/engine/editor/creating_icons.rst b/engine/editor/creating_icons.rst
deleted file mode 100644
index 374db2f..0000000
--- a/engine/editor/creating_icons.rst
+++ /dev/null
@@ -1,94 +0,0 @@
-.. _doc_editor_icons:
-
-Editor icons
-============
-
-When a new class is created and exposed to scripting, the editor's interface
-will display it with a default icon representing the base class it inherits
-from. In most cases, it's still recommended to create icons for new classes to
-improve the user experience.
-
-Creating icons
-~~~~~~~~~~~~~~
-
-To create new icons, you first need a vector graphics editor installed.
-For instance, you can use the open source `Inkscape `_ editor.
-
-Clone the ``godot`` repository containing all the editor icons:
-
-.. code-block:: bash
-
- git clone https://github.com/godotengine/godot.git
-
-The icons must be created in a vector graphics editor in SVG format. There are
-two main requirements to follow:
-
-- Icons must be 16×16. In Inkscape, you can configure the document size in
- **File > Document Properties**.
-- Lines should be snapped to pixels whenever possible to remain crisp at lower DPI.
- You can create a 16×16 grid in Inkscape to make this easier.
-
-Once you're satisfied with the icon's design, save the icon in the cloned
-repository's ``editor/icons`` folder. The icon name should match the intended
-name in a case-sensitive manner. For example, to create an icon for
-CPUParticles2D, name the file ``CPUParticles2D.svg``.
-
-Color conversion for light editor themes
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-If the user has configured their editor to use a light theme, Godot will
-convert the icon's colors based on a
-`set of predefined color mappings `__.
-This is to ensure the icon always displays with a sufficient contrast rate.
-Try to restrict your icon's color palette to colors found in the list above.
-Otherwise, your icon may become difficult to read on a light background.
-
-.. note::
- To enable color conversion for light editor themes:
- 1. :ui:`Import > Import As > Texture2D`
- 2. Set ``editor/convert_colors_with_editor_theme`` to ``true``
-
-Icon optimization
-~~~~~~~~~~~~~~~~~
-
-Because the editor renders SVGs once at load time, they need to be small
-in size so they can be efficiently parsed. When the
-:ref:`pre-commit hook ` runs, it automatically optimizes
-the SVG using `svgo `_.
-
-.. note::
-
- While this optimization step won't impact the icon's quality noticeably, it
- will still remove editor-only information such as guides. Therefore, it's
- recommended to keep the source SVG around if you need to make further
- changes.
-
-Integrating and sharing the icons
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-If you're contributing to the engine itself, you should make a pull request to
-add optimized icons to ``editor/icons`` in the main repository. Recompile the
-engine to make it pick up new icons for classes.
-
-It's also possible to create custom icons within a module. If you're creating
-your own module and don't plan to integrate it with Godot, you don't need to
-make a separate pull request for your icons to be available within the editor
-as they can be self-contained.
-
-For specific instructions on how to create module icons, refer to
-:ref:`Creating custom module icons`.
-
-Troubleshooting
-~~~~~~~~~~~~~~~
-
-If icons don't appear in the editor, make sure that:
-
-1. Each icon's filename matches the naming requirement as described previously.
-
-2. ``modules/svg`` is enabled (it should be enabled by default). Without it,
- icons won't appear in the editor at all.
-
-References
-~~~~~~~~~~
-
-- `editor/icons `__
diff --git a/engine/editor/index.rst b/engine/editor/index.rst
deleted file mode 100644
index 081fd47..0000000
--- a/engine/editor/index.rst
+++ /dev/null
@@ -1,12 +0,0 @@
-:allow_comments: False
-
-Contributing to the editor
-==========================
-
-.. toctree::
- :maxdepth: 1
- :name: toc-devel-editor
-
- introduction_to_editor_development
- creating_icons
- editor_style_guide
diff --git a/engine/editor/introduction_to_editor_development.rst b/engine/editor/introduction_to_editor_development.rst
deleted file mode 100644
index f5d23b0..0000000
--- a/engine/editor/introduction_to_editor_development.rst
+++ /dev/null
@@ -1,88 +0,0 @@
-.. _doc_introduction_to_editor_development:
-
-Introduction to editor development
-==================================
-
-On this page, you will learn:
-
-- The **design decisions** behind the Godot editor.
-- How to work efficiently on the Godot editor's C++ code.
-
-This guide is aimed at current or future engine contributors.
-To create editor plugins in GDScript, see :ref:`doc_making_plugins` instead.
-
-.. seealso::
-
- If you are new to Godot, we recommended you to read
- :ref:`doc_godot_design_philosophy` before continuing. Since the Godot editor
- is a Godot project written in C++, much of the engine's philosophy applies
- to the editor.
-
-Technical choices
------------------
-
-The Godot editor is drawn using Godot's renderer and
-:ref:`UI system `. It does *not* rely on a toolkit
-such as GTK or Qt. This is similar in spirit to software like Blender.
-While using toolkits makes it easier to achieve a "native" appearance, they are
-also quite heavy and their licensing is not compatible with Godot's.
-
-The editor is fully written in C++. It can't contain any GDScript or C# code.
-
-Directory structure
--------------------
-
-The editor's code is fully self-contained in the
-`editor/ `__ folder
-of the Godot source repository.
-
-Some editor functionality is also implemented via
-:ref:`modules `. Some of these are only enabled in
-editor builds to decrease the binary size of export templates. See the
-`modules/ `__ folder
-in the Godot source repository.
-
-Some important files in the editor are:
-
-- `editor/editor_node.cpp `__:
- Main editor initialization file. Effectively the "main scene" of the editor.
-- `editor/project_manager.cpp `__:
- Main Project Manager initialization file. Effectively the "main scene" of the Project Manager.
-- `editor/plugins/canvas_item_editor_plugin.cpp `__:
- The 2D editor viewport and related functionality (toolbar at the top, editing modes, overlaid helpers/panels, …).
-- `editor/plugins/node_3d_editor_plugin.cpp `__:
- The 3D editor viewport and related functionality (toolbar at the top, editing modes, overlaid panels, …).
-- `editor/plugins/node_3d_editor_gizmos.cpp `__:
- Where the 3D editor gizmos are defined and drawn.
- This file doesn't have a 2D counterpart as 2D gizmos are drawn by the nodes themselves.
-
-Editor dependencies in ``scene/`` files
----------------------------------------
-
-When working on an editor feature, you may have to modify files in
-Godot's GUI nodes, which you can find in the ``scene/`` folder.
-
-One rule to keep in mind is that you must **not** introduce new dependencies to
-``editor/`` includes in other folders such as ``scene/``. This applies even if
-you use ``#ifdef TOOLS_ENABLED``.
-
-To make the codebase easier to follow and more self-contained, the allowed
-dependency order is:
-
-- ``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``
-
-This means that files in ``editor/`` can depend on includes from ``scene/``,
-``servers/``, and ``core/``. But, for example, while ``scene/`` can depend on includes
-from ``servers/`` and ``core/``, it cannot depend on includes from ``editor/``.
-
-Currently, there are some dependencies to ``editor/`` includes in ``scene/``
-files, but
-`they are in the process of being removed `__.
-
-Development tips
-----------------
-
-To iterate quickly on the editor, we recommend to set up a test project and
-:ref:`open it from the command line ` after compiling
-the editor. This way, you don't have to go through the Project Manager every
-time you start Godot.
diff --git a/engine/editor/editor_style_guide.rst b/engine/guidelines/editor_style_guide.rst
similarity index 100%
rename from engine/editor/editor_style_guide.rst
rename to engine/guidelines/editor_style_guide.rst
diff --git a/engine/guidelines/index.rst b/engine/guidelines/index.rst
index 0fa5663..9b308f2 100644
--- a/engine/guidelines/index.rst
+++ b/engine/guidelines/index.rst
@@ -10,6 +10,7 @@ This section explains guidelines for contributing to the engine.
best_practices
cpp_usage_guidelines
code_style
+ editor_style_guide
.. _doc_handling_compatibility_breakages:
diff --git a/index.rst b/index.rst
index 126b80f..822b3ca 100644
--- a/index.rst
+++ b/index.rst
@@ -55,7 +55,6 @@ for your topic of interest. You can also use the search function in the top-left
engine/introduction
engine/guidelines/index
- engine/editor/index
engine/unit_tests
.. toctree::