Move images to subfolders next to each doc page

This commit is contained in:
Rémi Verschelde
2017-10-14 14:19:23 +02:00
parent eaaeb729b6
commit 7f819ed873
568 changed files with 486 additions and 486 deletions

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@@ -335,7 +335,7 @@ interface. They're used in the sources, in the documentation, and you
should always use them instead of synonyms, so the users know what
you're talking about.
.. figure:: /img/editor-vocabulary-overview.png
.. figure:: img/editor-vocabulary-overview.png
:alt: Overview of the interface and common vocabulary
Overview of the interface and common vocabulary

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@@ -67,12 +67,12 @@ repository on GitHub. To do so, you will need to have a GitHub account and to
be logged in. In the top right corner of the repository's GitHub page, you
should see the "Fork" button as shown below:
.. image:: /img/github_fork_button.png
.. image:: img/github_fork_button.png
Click it, and after a while you should be redirected to your own fork of the
Godot repo, with your GitHub username as namespace:
.. image:: /img/github_fork_url.png
.. image:: img/github_fork_url.png
You can then *clone* your fork, i.e. create a local copy of the online
repository (in Git speak, the *origin remote*):
@@ -287,7 +287,7 @@ When you load your fork's branch on GitHub, you should see a line saying
commits behind, if your *master* branch was out of sync with the upstream
*master* branch.
.. image:: /img/github_fork_make_pr.png
.. image:: img/github_fork_make_pr.png
On that line, there is a "Pull request" link. Clicking it will open a form
that will let you issue a pull request on the godotengine/godot upstream

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@@ -21,7 +21,7 @@ resolved by analytical equation solve. So, it is an underconstrained
problem, which means there is unlimited number of solutions to the
equation.
.. image:: /img/inverse_kinematics.png
.. image:: img/inverse_kinematics.png
For easy calculation, for this chapter we consider target is also
child of Skeleton. If it is not the case for your setup you can always

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@@ -37,15 +37,15 @@ The heightmap
We will use a few functions of GIMP image editor to produce a simple
heightmap. Start GIMP and create a square image of 512x512 pixels.
.. image:: /img/1_GIMP_createImage512.png
.. image:: img/1_GIMP_createImage512.png
You are now in front of a new, blank, square image.
.. image:: /img/2_GIMP.png
.. image:: img/2_GIMP.png
Then, use a filter to render some clouds on this new image.
.. image:: /img/3_GIMP_FilterRenderClouds.png
.. image:: img/3_GIMP_FilterRenderClouds.png
Parameter this filter to whatever you want. A white pixel corresponds
to the highest point of the heightmap, a black pixel corresponds to
@@ -57,7 +57,7 @@ decent ground. A value of 4.0 or 5.0 for both is nice. Click on the
"New Seed" button to roll a dice and GIMP will create a new random
heightmap. Once you are happy with the result, click "OK".
.. image:: /img/4_GIMP_Clouds.png
.. image:: img/4_GIMP_Clouds.png
You can continue to edit your image if you wish. For our example,
let's keep the heightmap as is, and let's export it to a PNG file, say
@@ -68,16 +68,16 @@ The plane mesh
Now, we will need a plane mesh to import in Godot. Let's run Blender.
.. image:: /img/5_Blender.png
.. image:: img/5_Blender.png
Remove the start cube mesh, then add a new plane to the scene.
.. image:: /img/6_Blender_CreatePlane.png
.. image:: img/6_Blender_CreatePlane.png
Zoom a bit, then switch to Edit mode (Tab key) and in the Tools
buttongroup at the left, hit "Subdivide" 5 or 6 times.
.. image:: /img/7_Blender_subdivided.png
.. image:: img/7_Blender_subdivided.png
Your mesh is now subdivided, which means we added vertices to the
plane mesh that we will later be able to move. Job's not finished yet:
@@ -92,16 +92,16 @@ Shading/UVs button group to the left, click the "Unwrap" button (or
simply hit "U") and select "Smart UV Project". Keep the default
options and hit "Ok".
.. image:: /img/8_Blender_UVSmart.png
.. image:: img/8_Blender_UVSmart.png
Now, we need to switch our view to "UV/Image editor".
.. image:: /img/9_Blender_UV_editor.png
.. image:: img/9_Blender_UV_editor.png
Select all the vertices again ("A") then in the UV menu, select
"Export UV Layout".
.. image:: /img/10_Blender_exportUV.png
.. image:: img/10_Blender_exportUV.png
Export the layout as a PNG file. Name it "plane.png" and save it in
your Godot project folder. Now, let's export our mesh as an OBJ file.
@@ -116,48 +116,48 @@ Let's now open Godot Editor.
Create a new project in the folder you previously created and name it
what you want.
.. image:: /img/11_Godot.png
.. image:: img/11_Godot.png
In our default scene (3D), create a root node "Spatial". Next, import
the mesh OBJ file. Click "Import", choose "3D Mesh" and select your
plane.obj file, set the target path as "/" (or wherever you want in
your project folder).
.. image:: /img/12_Godot_ImportMesh.png
.. image:: img/12_Godot_ImportMesh.png
I like to check "Normals" in the import pop-up so the import will also
consider faces normals, which can be useful (even if we don't use them
in this tutorial). Your mesh is now displayed in the FileSystem in
"res://".
.. image:: /img/13_Godot_ImportPopup.png
.. image:: img/13_Godot_ImportPopup.png
Create a MeshInstance node. In the Inspector, load the mesh we just
imported. Select "plane.msh" and hit ok.
.. image:: /img/14_Godot_LoadMesh.png
.. image:: img/14_Godot_LoadMesh.png
Great! Our plane is now rendered in the 3D view.
.. image:: /img/15_Godot_MeshPlaneRendered.png
.. image:: img/15_Godot_MeshPlaneRendered.png
It is time to add some shader stuff. In the Inspector, in the
"Material Override" line, add a "New ShaderMaterial". Edit it by
clicking the ">" button just right to it.
.. image:: /img/16_Godot_ShaderMaterial.png
.. image:: img/16_Godot_ShaderMaterial.png
You have two ways to create a shader: by code (MaterialShader), or
using a shader graph (MaterialShaderGraph). The second one is a bit
more visual, but we will not cover it for now. Create a "New
MaterialShader".
.. image:: /img/17_Godot_newMaterialShader.png
.. image:: img/17_Godot_newMaterialShader.png
Edit it by clicking the ">" button just right to it. The Shaders
editor opens.
.. image:: /img/18_Godot_ShaderEditorOpened.png
.. image:: img/18_Godot_ShaderEditorOpened.png
The Vertex tab is for the Vertex shader, and the Fragment tab is for
the Fragment shader. No need to explain what both of them do, right?
@@ -191,7 +191,7 @@ outside the shader ("uniform"):
However, the plane is displayed black! This is because we didn't set
the texture file and the color to use.
.. image:: /img/19_Godot_BlackPlane.png
.. image:: img/19_Godot_BlackPlane.png
In the Inspector, click the "Previous" button to get back to the
ShaderMaterial. This is where you want to set the texture and the
@@ -202,7 +202,7 @@ Fragment shader multiplies each pixel value of the texture by the
(0,0,0), and as you know, 0\*x = 0 ;) . Just change the ``col``
parameter to another color to see your texture appear:
.. image:: /img/20_Godot_TexturedPlane.png
.. image:: img/20_Godot_TexturedPlane.png
Good. Now, the Vertex Shader.
@@ -249,4 +249,4 @@ That's all good, but our plane remains flat. This is because the
``height_range`` value is 0. Increase this value to observe the mesh
distort and take to form of the terrain we set before:
.. image:: /img/21_Godot_Fini.png
.. image:: img/21_Godot_Fini.png

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@@ -163,7 +163,7 @@ However, if you are writing your custom modules or custom C++ code, you
might instead want to configure your APKs as custom export templates
here:
.. image:: /img/andtemplates.png
.. image:: img/andtemplates.png
You don't even need to copy them, you can just reference the resulting
file in the ``bin\`` directory of your Godot source folder, so that the

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@@ -423,7 +423,7 @@ However, if you are writing your custom modules or custom C++ code, you
might instead want to configure your binaries as custom export templates
here:
.. image:: /img/wintemplates.png
.. image:: img/wintemplates.png
You don't even need to copy them, you can just reference the resulting
files in the ``bin\`` directory of your Godot source folder, so the next

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@@ -141,7 +141,7 @@ However, if you are writing your custom modules or custom C++ code, you
might instead want to configure your binaries as custom export templates
here:
.. image:: /img/lintemplates.png
.. image:: img/lintemplates.png
You don't even need to copy them, you can just reference the resulting
files in the bin/ directory of your Godot source folder, so the next

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@@ -17,19 +17,19 @@ Or you may follow this text version tutorial.
Start by opening Kdevelop and choosing "open project".
.. image:: /img/kdevelop_newproject.png
.. image:: img/kdevelop_newproject.png
Choose the directory where you cloned Godot.
.. image:: /img/kdevelop_openproject.png
.. image:: img/kdevelop_openproject.png
For the build system, choose "custom build system".
.. image:: /img/kdevelop_custombuild.png
.. image:: img/kdevelop_custombuild.png
Now that the project has been imported, open the project configuration.
.. image:: /img/kdevelop_openconfig.png
.. image:: img/kdevelop_openconfig.png
Add the following includes/imports:
@@ -43,19 +43,19 @@ Add the following includes/imports:
drivers/
platform/x11/ // make that platform/osx/ is you're using OS X
.. image:: /img/kdevelop_addincludes.png
.. image:: img/kdevelop_addincludes.png
Apply the changes then switch to the "Custom Buildsystem" tab.
Leave the build directory blank. Enable build tools and add ``scons``
as the executable and add ``platform=x11 target=debug`` (``platform=osx``
if you're on OS X).
.. image:: /img/kdevelop_buildconfig.png
.. image:: img/kdevelop_buildconfig.png
Next we need to tell KDevelop where to find the binary.
From the "run" menu, choose "Configure Launches".
.. image:: /img/kdevelop_configlaunches.png
.. image:: img/kdevelop_configlaunches.png
Click "Add new" if no launcher exists. Then add the path to your
executable in the executable section. Your executable should be located
@@ -63,7 +63,7 @@ in the ``bin/`` sub-directory and should be named something like
``godot.x11.tools.64`` (the name could be different depending on your
platform and depending on your build options).
.. image:: /img/kdevelop_configlaunches2.png
.. image:: img/kdevelop_configlaunches2.png
That's it! Now you should be good to go :)
@@ -113,7 +113,7 @@ Project Setup
- Create an Xcode external build project anywhere
.. image:: /img/xcode_1_create_external_build_project.png
.. image:: img/xcode_1_create_external_build_project.png
- Set the *Build tool* to the path to scons
@@ -123,15 +123,15 @@ Modify Build Target's Xcode Info Tab:
- Set *Directory* to the path to Godot's source folder. Keep it blank if project is already there.
- You may uncheck *Pass build settings in environment*
.. image:: /img/xcode_2_configure_scons.png
.. image:: img/xcode_2_configure_scons.png
Add a Command Line Target:
- Go to Xcode File > New > Target... and add a new Xcode command line target
.. image:: /img/xcode_3_add_new_target.png
.. image:: img/xcode_3_add_new_target.png
.. image:: /img/xcode_4_select_command_line_target.png
.. image:: img/xcode_4_select_command_line_target.png
- Name it something so you know not to compile with this target
- e.g. ``GodotXcodeIndex``
@@ -145,12 +145,12 @@ Add Godot Source to the Project:
- Drag and drop godot source into project file browser.
- Uncheck *Create External Build System*
.. image:: /img/xcode_5_after_add_godot_source_to_project.png
.. image:: img/xcode_5_after_add_godot_source_to_project.png
- Click Next
- Select *create groups*
.. image:: /img/xcode_6_after_add_godot_source_to_project_2.png
.. image:: img/xcode_6_after_add_godot_source_to_project_2.png
- Check off only your command line target in the *Add to targets* section
- Click finish. Xcode will now index the files.
@@ -167,7 +167,7 @@ Edit Build Scheme of External Build Target:
- Goto *Post Actions*
- Add a new script run action, select your project in ``Provide build settings from`` as this allows you to use ``${PROJECT_DIR}`` variable.
.. image:: /img/xcode_7_setup_build_post_action.png
.. image:: img/xcode_7_setup_build_post_action.png
- Write a script that gives the binary a name that Xcode will recognize
- e.g. ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/bin/godot``
@@ -178,7 +178,7 @@ Edit Run Scheme of External Build Target:
- Open the scheme editor again
- Click Run
.. image:: /img/xcode_8_setup_run_scheme.png
.. image:: img/xcode_8_setup_run_scheme.png
- Set the *Executable* to the file you linked in your post build action script
- Check *Debug executable* if it isn't already

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@@ -4,26 +4,26 @@ Inheritance class tree
Object
------
.. image:: /img/Object.png
.. image:: img/Object.png
Reference
---------
.. image:: /img/Reference.png
.. image:: img/Reference.png
Control
-------
.. image:: /img/Control.png
.. image:: img/Control.png
Node2D
------
.. image:: /img/Node2D.png
.. image:: img/Node2D.png
Spatial
-------
.. image:: /img/Spatial.png
.. image:: img/Spatial.png
Source files: :download:`class_tree.zip </files/class_tree.zip>`.

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@@ -37,7 +37,7 @@ Plugins have a standard path like ``addons/plugin_name`` inside the project
folder. So create the folder ``my_custom_node`` inside ``addons``. So you'll
have a directory structure like this:
.. image:: /img/making_plugins-my_custom_mode_folder.png
.. image:: img/making_plugins-my_custom_mode_folder.png
To make the ``plugin.cfg`` file, open your favorite text editor with a blank
file. Godot is not able (yet) to open text files besides scripts, so this must
@@ -125,7 +125,7 @@ That's it for our basic button. You can save this as ``button.gd`` inside the
plugin folder. You'll also need a 16x16 icon to show in the scene tree. If you
don't have one, you can grab the default one from the engine:
.. image:: /img/making_plugins-custom_node_icon.png
.. image:: img/making_plugins-custom_node_icon.png
Now we need to add it as a custom type so it shows on the Create New Node
dialog. For that, change the ``custom_node.gd`` script to the following::
@@ -146,13 +146,13 @@ dialog. For that, change the ``custom_node.gd`` script to the following::
With that done, the plugin should already be available in the plugin list at
Project Settings. So activate it and try to add a new node to see the result:
.. image:: /img/making_plugins-custom_node_create.png
.. image:: img/making_plugins-custom_node_create.png
When you add the node, you can see that it already have the script you created
attached to it. Set a text to the button, save and run the scene. When you
click the button, you can see a text in the console:
.. image:: /img/making_plugins-custom_node_console.png
.. image:: img/making_plugins-custom_node_console.png
A custom dock
@@ -188,7 +188,7 @@ you can make a single button. The name of the root node will also be the name
that appears on the dock tab, so be sure to put a descriptive but short one.
Don't forget to add a text to your button.
.. image:: /img/making_plugins-my_custom_dock_scene.png
.. image:: img/making_plugins-my_custom_dock_scene.png
Save this scene as ``my_dock.tscn``.
@@ -233,14 +233,14 @@ Settings* and click on the *Plugins* tab. Your plugin should be the only on
the list. If it is not showing, click on the *Update* button at the top right
corner.
.. image:: /img/making_plugins-project_settings.png
.. image:: img/making_plugins-project_settings.png
At the *Status* column, you can see that the plugin is inactive. So you just
need to click on the status to select *Active*. The dock should be immediately
visible, even before you close the settings window. And now, lo and behold, you
have a custom dock! In just a bit of coding and a simple scene.
.. image:: /img/making_plugins-custom_dock.png
.. image:: img/making_plugins-custom_dock.png
Going beyond
~~~~~~~~~~~~

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@@ -6,11 +6,11 @@
2D viewport
-----------
.. image:: /img/keybinds_2d.png
.. image:: img/keybinds_2d.png
3D viewport
-----------
.. image:: /img/keybinds_3d.png
.. image:: img/keybinds_3d.png

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@@ -47,8 +47,8 @@ The editor
Godot Engine provides a rich-featured editor that allows you to build your games. The pictures below display both editors with colored blocks to indicate common functionalities.
.. image:: /img/unity-gui-overlay.png
.. image:: /img/godot-gui-overlay.png
.. image:: img/unity-gui-overlay.png
.. image:: img/godot-gui-overlay.png
Note that Godot editor allows you to dock each panel at the side of the scene editor you wish.
@@ -120,7 +120,7 @@ These are the most important concepts you need to remember: "node", "parent node
Project organization
--------------------
.. image:: /img/unity-project-organization-example.png
.. image:: img/unity-project-organization-example.png
We previously observed that there is no perfect solution to set a project architecture. Any solution will work for Unity and Godot, so this point has a lesser importance.
@@ -136,11 +136,11 @@ The concept of prefabs as provided by Unity is a 'template' element of the scene
Godot does not provide prefabs as such, but this functionality is here again filled thanks to its scene system: as we saw the scene system is organized as a tree. Godot allows you to save a subtree of a scene as its own scene, thus saved in its own file. This new scene can then be instanced as many times as you want. Any change you make to this new, separate scene will be applied to its instances. However, any change you make to the instance will not have any impact on the 'template' scene.
.. image:: /img/save-branch-as-scene.png
.. image:: img/save-branch-as-scene.png
To be precise, you can modify the parameters of the instance in the Inspector panel. However, the nodes that compose this instance are locked and you can unlock them if you need to by clicking the clapperboard icon next to the instance in the Scene tree, and select "Editable children" in the menu. You don't need to do this to add new children nodes to this node, but remember that these new children will belong to the instance, not the 'template' scene. If you want to add new children to all the instances of your 'template' scene, then you need to add it once in the 'template' scene.
.. image:: /img/editable-children.png
.. image:: img/editable-children.png
Glossary correspondence
-----------------------

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@@ -53,7 +53,7 @@ Transform order
For a coordinate in CanvasItem local properties to become an actual
screen coordinate, the following chain of transforms must be applied:
.. image:: /img/viewport_transforms2.png
.. image:: img/viewport_transforms2.png
Transform functions
-------------------

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@@ -61,7 +61,7 @@ counter and pause button can also be created at layer "1".
Here's a diagram of how it looks:
.. image:: /img/canvaslayers.png
.. image:: img/canvaslayers.png
CanvasLayers are independent of tree order, and they only depend on
their layer number, so they can be instantiated when needed.

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@@ -148,7 +148,7 @@ We now have a function that draws stuff on the screen: it is time to call in the
Result:
.. image:: /img/result_drawarc.png
.. image:: img/result_drawarc.png
@@ -170,7 +170,7 @@ We can take this a step further and not only write a function that draws the pla
draw_polygon(points_arc, colors)
.. image:: /img/result_drawarc_poly.png
.. image:: img/result_drawarc_poly.png
Dynamic custom drawing
^^^^^^^^^^^^^^^^^^^^^^

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