update your first 3d game images
@@ -27,7 +27,7 @@ Click *Import* to open the project in the editor.
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.. image:: img/01.game_setup/03.import_and_edit.webp
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A window notifying you that the project was generated by an older Godot version may appear.
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Click *Convert Full Project* to convert the project to your current Godot version.
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Click *OK* to convert the project to your current Godot version.
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.. image:: img/01.game_setup/import_project_to_4.x_prompt.webp
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@@ -147,7 +147,7 @@ Move it up by clicking and dragging on the manipulator's green arrow
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and click and drag on the red arc to rotate it around the X-axis, until the
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ground is lit.
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In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox.
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In the *Inspector*, turn on *Shadow* by clicking the checkbox.
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.. image:: img/01.game_setup/16.turn_on_shadows.webp
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@@ -449,12 +449,12 @@ Ultimately, we have both player movement and the view in place. Next, we will
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work on the monsters.
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.. |image0| image:: img/03.player_movement_code/01.attach_script_to_player.webp
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.. |image1| image:: img/03.player_movement_code/02.clicking_main_tab.png
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.. |image1| image:: img/03.player_movement_code/02.clicking_main_tab.webp
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.. |image2| image:: img/03.player_movement_code/03.instance_child_scene.webp
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.. |image3| image:: img/03.player_movement_code/04.scene_tree_with_camera.webp
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.. |image4| image:: img/03.player_movement_code/05.camera_preview_checkbox.png
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.. |image5| image:: img/03.player_movement_code/06.two_viewports.png
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.. |image6| image:: img/03.player_movement_code/07.camera_preview_checkbox.png
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.. |image4| image:: img/03.player_movement_code/05.camera_preview_checkbox.webp
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.. |image5| image:: img/03.player_movement_code/06.two_viewports.webp
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.. |image6| image:: img/03.player_movement_code/07.camera_preview_checkbox.webp
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.. |image7| image:: img/03.player_movement_code/08.camera_moved.png
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.. |image8| image:: img/03.player_movement_code/09.camera_rotated.png
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.. |image9| image:: img/03.player_movement_code/10.camera_perspective.png
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@@ -331,13 +331,13 @@ Here is the complete ``mob.gd`` script for reference.
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}
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}
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.. |image0| image:: img/04.mob_scene/01.initial_three_nodes.png
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.. |image1| image:: img/04.mob_scene/02.add_child_node.png
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.. |image2| image:: img/04.mob_scene/03.scene_with_collision_shape.png
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.. |image0| image:: img/04.mob_scene/01.initial_three_nodes.webp
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.. |image1| image:: img/04.mob_scene/02.add_child_node.webp
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.. |image2| image:: img/04.mob_scene/03.scene_with_collision_shape.webp
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.. |image4| image:: img/04.mob_scene/05.box_final_size.png
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.. |image5| image:: img/04.mob_scene/06.visibility_notifier.png
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.. |image5| image:: img/04.mob_scene/06.visibility_notifier.webp
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.. |image6| image:: img/04.mob_scene/07.visibility_notifier_bbox_resized.png
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.. |image7| image:: img/04.mob_scene/08.mob_attach_script.png
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.. |image8| image:: img/04.mob_scene/09.switch_to_3d_workspace.png
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.. |image7| image:: img/04.mob_scene/08.mob_attach_script.webp
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.. |image8| image:: img/04.mob_scene/09.switch_to_3d_workspace.webp
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.. |image9| image:: img/04.mob_scene/10.node_dock.webp
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.. |image10| image:: img/04.mob_scene/11.connect_signal.webp
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@@ -21,7 +21,7 @@ Go to *Project -> Project Settings*.
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If you still have *Input Map* open, switch to the *General* tab.
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In the left menu, navigate down to *Display -> Window*. On the right, set the
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*Width* to ``720`` and the *Height* to ``540``.
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*Viewport Width* to ``720`` and the *Viewport Height* to ``540``.
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|image2|
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@@ -106,8 +106,6 @@ In the *Inspector*, expand the *Material* section and assign a :ref:`StandardMat
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|image13|
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.. image:: img/05.spawning_mobs/standard_material.webp
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Click the sphere icon to open the material resource. You get a preview of the
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material and a long list of sections filled with properties. You can use these
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to create all sorts of surfaces, from metal to rock or water.
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@@ -346,28 +344,28 @@ For now, they bump and slide against one another when their paths cross. We'll
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address this in the next part.
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.. |image0| image:: img/05.spawning_mobs/01.monsters_path_preview.png
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.. |image1| image:: img/05.spawning_mobs/02.project_settings.png
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.. |image1| image:: img/05.spawning_mobs/02.project_settings.webp
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.. |image2| image:: img/05.spawning_mobs/03.window_settings.webp
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.. |image3| image:: img/05.spawning_mobs/04.camera_preview.png
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.. |image4| image:: img/05.spawning_mobs/05.cylinders_node.png
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.. |image5| image:: img/05.spawning_mobs/06.cylinder_mesh.png
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.. |image6| image:: img/05.spawning_mobs/07.top_view.png
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.. |image7| image:: img/05.spawning_mobs/08.toggle_view_grid.png
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.. |image8| image:: img/05.spawning_mobs/09.toggle_grid_snap.png
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.. |image4| image:: img/05.spawning_mobs/05.cylinders_node.webp
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.. |image5| image:: img/05.spawning_mobs/06.cylinder_mesh.webp
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.. |image6| image:: img/05.spawning_mobs/07.top_view.webp
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.. |image7| image:: img/05.spawning_mobs/08.toggle_view_grid.webp
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.. |image8| image:: img/05.spawning_mobs/09.toggle_grid_snap.webp
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.. |image9| image:: img/05.spawning_mobs/10.place_first_cylinder.png
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.. |image10| image:: img/05.spawning_mobs/11.both_cylinders_selected.png
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.. |image11| image:: img/05.spawning_mobs/12.four_cylinders.png
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.. |image12| image:: img/05.spawning_mobs/13.selecting_all_cylinders.png
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.. |image12| image:: img/05.spawning_mobs/13.selecting_all_cylinders.webp
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.. |image13| image:: img/05.spawning_mobs/14.multi_material_selection.webp
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.. |image14| image:: img/05.spawning_mobs/15.bright-cylinders.png
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.. |image15| image:: img/05.spawning_mobs/16.cylinders_fold.png
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.. |image16| image:: img/05.spawning_mobs/17.points_options.png
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.. |image17| image:: img/05.spawning_mobs/18.close_path.png
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.. |image14| image:: img/05.spawning_mobs/15.bright-cylinders.webp
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.. |image15| image:: img/05.spawning_mobs/16.cylinders_fold.webp
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.. |image16| image:: img/05.spawning_mobs/17.points_options.webp
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.. |image17| image:: img/05.spawning_mobs/18.close_path.webp
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.. |image18| image:: img/05.spawning_mobs/19.path_result.png
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.. |image19| image:: img/05.spawning_mobs/20.spawn_nodes.png
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.. |image20| image:: img/05.spawning_mobs/20.mob_scene_property.png
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.. |image21| image:: img/05.spawning_mobs/21.mob_timer.png
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.. |image22| image:: img/05.spawning_mobs/22.mob_timer_properties.png
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.. |image23| image:: img/05.spawning_mobs/23.timeout_signal.png
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.. |image19| image:: img/05.spawning_mobs/20.spawn_nodes.webp
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.. |image20| image:: img/05.spawning_mobs/20.mob_scene_property.webp
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.. |image21| image:: img/05.spawning_mobs/21.mob_timer.webp
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.. |image22| image:: img/05.spawning_mobs/22.mob_timer_properties.webp
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.. |image23| image:: img/05.spawning_mobs/23.timeout_signal.webp
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.. |image24| image:: img/05.spawning_mobs/24.connect_timer_to_main.webp
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.. |image25| image:: img/05.spawning_mobs/25.spawn_result.png
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@@ -181,17 +181,22 @@ collisions with the floor. To do so, we can use Godot's :ref:`group
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Open the scene ``mob.tscn`` again and select the *Mob* node. Go to the *Node*
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dock on the right to see a list of signals. The *Node* dock has two tabs:
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*Signals*, which you've already used, and *Groups*, which allows you to assign
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tags to nodes.
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Click on it to reveal a field where you can write a tag name. Enter "mob" in the
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field and click the *Add* button.
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tags to nodes. Click on the *+* button to open the *Create new Group* dialog.
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|image7|
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Enter "mob" in the *Name* field and click the *Ok* button.
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|image8|
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The "mob" group is now shown under the *Scene Groups* section.
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|image9|
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An icon appears in the *Scene* dock to indicate the node is part of at least one
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group.
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|image8|
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|image10|
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We can now use the group from the code to distinguish collisions with monsters
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from collisions with the floor.
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@@ -367,12 +372,14 @@ With that, you should be able to kill monsters by jumping on them. You can press
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However, the player won't die yet. We'll work on that in the next part.
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.. |image0| image:: img/06.jump_and_squash/02.project_settings.png
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.. |image0| image:: img/06.jump_and_squash/02.project_settings.webp
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.. |image1| image:: img/06.jump_and_squash/03.physics_layers.webp
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.. |image2| image:: img/06.jump_and_squash/04.default_physics_properties.webp
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.. |image3| image:: img/06.jump_and_squash/05.toggle_layer_and_mask.webp
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.. |image4| image:: img/06.jump_and_squash/06.named_checkboxes.png
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.. |image4| image:: img/06.jump_and_squash/06.named_checkboxes.webp
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.. |image5| image:: img/06.jump_and_squash/07.player_physics_mask.webp
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.. |image6| image:: img/06.jump_and_squash/08.mob_physics_mask.webp
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.. |image7| image:: img/06.jump_and_squash/09.groups_tab.png
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.. |image8| image:: img/06.jump_and_squash/10.group_scene_icon.png
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.. |image7| image:: img/06.jump_and_squash/09.groups_tab.webp
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.. |image8| image:: img/06.jump_and_squash/10.group_create_new.webp
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.. |image9| image:: img/06.jump_and_squash/11.group_scene_groups.webp
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.. |image10| image:: img/06.jump_and_squash/12.group_scene_icon.webp
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@@ -511,9 +511,9 @@ Finally, the longest script, ``player.gd``:
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See you in the next lesson to add the score and the retry option.
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.. |image0| image:: img/07.killing_player/01.adding_area_node.png
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.. |image1| image:: img/07.killing_player/02.cylinder_shape.png
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.. |image0| image:: img/07.killing_player/01.adding_area_node.webp
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.. |image1| image:: img/07.killing_player/02.cylinder_shape.webp
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.. |image2| image:: img/07.killing_player/03.cylinder_in_editor.png
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.. |image3| image:: img/07.killing_player/04.mob_detector_properties.webp
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.. |image4| image:: img/07.killing_player/05.body_entered_signal.png
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.. |image5| image:: img/07.killing_player/06.player_hit_signal.png
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.. |image4| image:: img/07.killing_player/05.body_entered_signal.webp
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.. |image5| image:: img/07.killing_player/06.player_hit_signal.webp
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@@ -56,17 +56,15 @@ nodes.
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Set the animation duration to ``1.2`` seconds in the top-right of the dock.
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|image7|
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You should see the gray ribbon widen a bit. It shows you the start and end of
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your animation and the vertical blue line is your time cursor.
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|image8|
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|image7|
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You can click and drag the slider in the bottom-right to zoom in and out of the
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timeline.
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|image9|
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|image8|
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The float animation
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-------------------
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@@ -82,7 +80,7 @@ rotation of the ``Character`` node.
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Select the ``Character`` and in the *Inspector* expand the *Transform* section. Click the key icon next to *Position*, and *Rotation*.
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|image10|
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|image9|
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.. image:: img/09.adding_animations/curves.webp
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@@ -90,15 +88,15 @@ For this tutorial, just create RESET Track(s) which is the default choice
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Two tracks appear in the editor with a diamond icon representing each keyframe.
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|image11|
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|image10|
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You can click and drag on the diamonds to move them in time. Move the
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position key to ``0.3`` seconds and the rotation key to ``0.1`` seconds.
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|image12|
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|image11|
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Move the time cursor to ``0.5`` seconds by clicking and dragging on the gray
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timeline.
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timeline, or by entering it into the input field.
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|timeline_05_click|
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@@ -108,7 +106,7 @@ In the *Inspector*, set the *Position*'s *Y* axis to ``0.65`` meters and the
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If you don't see the properties in the *Inspector* panel, first click on the
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``Character`` node again in the *Scene* dock.
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|image13|
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|image12|
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Create a keyframe for both properties
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@@ -117,7 +115,7 @@ Create a keyframe for both properties
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Now, move the position keyframe to ``0.7``
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seconds by dragging it on the timeline.
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|image14|
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|image13|
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.. note::
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@@ -136,7 +134,7 @@ create a key for both properties.
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You can preview the result by clicking the play button or pressing :kbd:`Shift + D`.
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Click the stop button or press :kbd:`S` to stop playback.
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|image15|
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|image14|
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You can see that the engine interpolates between your keyframes to produce a
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continuous animation. At the moment, though, the motion feels very robotic. This
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@@ -147,33 +145,33 @@ We can control the transition between keyframes using easing curves.
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Click and drag around the first two keys in the timeline to box select them.
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|image16|
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|image15|
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You can edit the properties of both keys simultaneously in the *Inspector*,
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where you can see an *Easing* property.
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|image17|
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|image16|
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Click and drag on the curve, pulling it towards the left. This will make it
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ease-out, that is to say, transition fast initially and slow down as the time
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cursor reaches the next keyframe.
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|image18|
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|image17|
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Play the animation again to see the difference. The first half should already
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feel a bit bouncier.
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Apply an ease-out to the second keyframe in the rotation track.
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|
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|image19|
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|image18|
|
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|
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Do the opposite for the second position keyframe, dragging it to the right.
|
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|
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|image20|
|
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|image19|
|
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|
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Your animation should look something like this.
|
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|
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|image21|
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|image20|
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|
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.. note::
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|
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@@ -197,7 +195,7 @@ Let's change the animation speed when the character is moving.
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|
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Open the ``Player``'s script by clicking the script icon next to it.
|
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|
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|image22|
|
||||
|image21|
|
||||
|
||||
In ``_physics_process()``, after the line where we check the ``direction``
|
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vector, add the following code.
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@@ -618,26 +616,25 @@ And the *Mob*'s script.
|
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.. |image0| image:: img/squash-the-creeps-final.gif
|
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.. |image1| image:: img/09.adding_animations/animation_player_dock.webp
|
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.. |image2| image:: img/09.adding_animations/02.new_animation.webp
|
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.. |image3| image:: img/09.adding_animations/03.float_name.png
|
||||
.. |image4| image:: img/09.adding_animations/03.timeline.png
|
||||
.. |image5| image:: img/09.adding_animations/04.autoplay_and_loop.png
|
||||
.. |image6| image:: img/09.adding_animations/05.pin_icon.png
|
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.. |image3| image:: img/09.adding_animations/03.float_name.webp
|
||||
.. |image4| image:: img/09.adding_animations/03.timeline.webp
|
||||
.. |image5| image:: img/09.adding_animations/04.autoplay_and_loop.webp
|
||||
.. |image6| image:: img/09.adding_animations/05.pin_icon.webp
|
||||
.. |image7| image:: img/09.adding_animations/06.animation_duration.webp
|
||||
.. |image8| image:: img/09.adding_animations/07.editable_timeline.webp
|
||||
.. |image9| image:: img/09.adding_animations/08.zoom_slider.webp
|
||||
.. |image10| image:: img/09.adding_animations/09.creating_first_keyframe.webp
|
||||
.. |image11| image:: img/09.adding_animations/10.initial_keys.webp
|
||||
.. |image12| image:: img/09.adding_animations/11.moving_keys.webp
|
||||
.. |image13| image:: img/09.adding_animations/12.second_keys_values.webp
|
||||
.. |image14| image:: img/09.adding_animations/13.second_keys.webp
|
||||
.. |image15| image:: img/09.adding_animations/14.play_button.png
|
||||
.. |image16| image:: img/09.adding_animations/15.box_select.webp
|
||||
.. |image17| image:: img/09.adding_animations/16.easing_property.png
|
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.. |image18| image:: img/09.adding_animations/17.ease_out.png
|
||||
.. |image19| image:: img/09.adding_animations/18.ease_out_second_rotation_key.png
|
||||
.. |image20| image:: img/09.adding_animations/19.ease_in_second_translation_key.png
|
||||
.. |image21| image:: img/09.adding_animations/20.float_animation.gif
|
||||
.. |image22| image:: img/09.adding_animations/21.script_icon.png
|
||||
.. |image8| image:: img/09.adding_animations/08.zoom_slider.webp
|
||||
.. |image9| image:: img/09.adding_animations/09.creating_first_keyframe.webp
|
||||
.. |image10| image:: img/09.adding_animations/10.initial_keys.webp
|
||||
.. |image11| image:: img/09.adding_animations/11.moving_keys.webp
|
||||
.. |image12| image:: img/09.adding_animations/12.second_keys_values.webp
|
||||
.. |image13| image:: img/09.adding_animations/13.second_keys.webp
|
||||
.. |image14| image:: img/09.adding_animations/14.play_button.webp
|
||||
.. |image15| image:: img/09.adding_animations/15.box_select.webp
|
||||
.. |image16| image:: img/09.adding_animations/16.easing_property.webp
|
||||
.. |image17| image:: img/09.adding_animations/17.ease_out.webp
|
||||
.. |image18| image:: img/09.adding_animations/18.ease_out_second_rotation_key.webp
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.. |image19| image:: img/09.adding_animations/19.ease_in_second_translation_key.webp
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.. |image20| image:: img/09.adding_animations/20.float_animation.gif
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.. |image21| image:: img/09.adding_animations/21.script_icon.webp
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.. |animation_final_keyframes| image:: img/09.adding_animations/animation_final_keyframes.webp
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.. |second_keys_both| image:: img/09.adding_animations/second_keys_both.webp
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.. |timeline_05_click| image:: img/09.adding_animations/timeline_05_click.webp
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Before Width: | Height: | Size: 5.2 KiB After Width: | Height: | Size: 4.9 KiB |
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Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 13 KiB |
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Before Width: | Height: | Size: 8.9 KiB After Width: | Height: | Size: 9.0 KiB |
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Before Width: | Height: | Size: 6.7 KiB After Width: | Height: | Size: 12 KiB |
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After Width: | Height: | Size: 2.2 KiB |
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Before Width: | Height: | Size: 5.6 KiB After Width: | Height: | Size: 6.3 KiB |
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Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 7.3 KiB |
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Before Width: | Height: | Size: 1.3 KiB |
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After Width: | Height: | Size: 2.1 KiB |
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Before Width: | Height: | Size: 4.1 KiB |
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After Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 1.1 KiB |
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After Width: | Height: | Size: 2.4 KiB |
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Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 3.6 KiB |
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Before Width: | Height: | Size: 2.6 KiB |
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After Width: | Height: | Size: 4.3 KiB |
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Before Width: | Height: | Size: 6.6 KiB |
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After Width: | Height: | Size: 7.3 KiB |
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Before Width: | Height: | Size: 3.4 KiB |
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After Width: | Height: | Size: 5.2 KiB |
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Before Width: | Height: | Size: 22 KiB |
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After Width: | Height: | Size: 23 KiB |
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Before Width: | Height: | Size: 7.5 KiB |
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After Width: | Height: | Size: 8.2 KiB |
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Before Width: | Height: | Size: 1.3 KiB |
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After Width: | Height: | Size: 2.3 KiB |
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Before Width: | Height: | Size: 8.9 KiB After Width: | Height: | Size: 7.4 KiB |
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Before Width: | Height: | Size: 5.7 KiB After Width: | Height: | Size: 13 KiB |
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Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 4.6 KiB |
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Before Width: | Height: | Size: 7.3 KiB |
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After Width: | Height: | Size: 4.0 KiB |
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Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 21 KiB |
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Before Width: | Height: | Size: 1.3 KiB |
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After Width: | Height: | Size: 6.9 KiB |
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Before Width: | Height: | Size: 6.2 KiB |
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After Width: | Height: | Size: 15 KiB |
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Before Width: | Height: | Size: 2.6 KiB |
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After Width: | Height: | Size: 2.8 KiB |
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Before Width: | Height: | Size: 4.0 KiB |
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After Width: | Height: | Size: 5.4 KiB |
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Before Width: | Height: | Size: 1.5 KiB |
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After Width: | Height: | Size: 2.6 KiB |
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Before Width: | Height: | Size: 1.9 KiB |
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After Width: | Height: | Size: 2.8 KiB |
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Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 18 KiB |
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Before Width: | Height: | Size: 23 KiB |
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After Width: | Height: | Size: 25 KiB |
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Before Width: | Height: | Size: 1.8 KiB |
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After Width: | Height: | Size: 2.4 KiB |
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Before Width: | Height: | Size: 977 B |
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After Width: | Height: | Size: 1.7 KiB |
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Before Width: | Height: | Size: 982 B |
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After Width: | Height: | Size: 1.7 KiB |
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Before Width: | Height: | Size: 3.8 KiB |
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After Width: | Height: | Size: 11 KiB |
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Before Width: | Height: | Size: 1.2 KiB |
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After Width: | Height: | Size: 1.5 KiB |
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Before Width: | Height: | Size: 620 B |
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After Width: | Height: | Size: 742 B |
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Before Width: | Height: | Size: 3.8 KiB |
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After Width: | Height: | Size: 8.8 KiB |
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Before Width: | Height: | Size: 2.2 KiB |
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After Width: | Height: | Size: 4.8 KiB |
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Before Width: | Height: | Size: 7.5 KiB After Width: | Height: | Size: 13 KiB |
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Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 19 KiB |
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Before Width: | Height: | Size: 3.5 KiB |
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Before Width: | Height: | Size: 7.3 KiB |
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After Width: | Height: | Size: 4.0 KiB |
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Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 15 KiB |
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Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 14 KiB |
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Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 3.3 KiB |
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Before Width: | Height: | Size: 3.1 KiB |
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After Width: | Height: | Size: 5.4 KiB |
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Before Width: | Height: | Size: 9.9 KiB After Width: | Height: | Size: 5.4 KiB |
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Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 5.3 KiB |
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Before Width: | Height: | Size: 2.4 KiB |
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After Width: | Height: | Size: 5.0 KiB |