Update first look at the editor images for 4.0
@@ -22,7 +22,7 @@ When you launch Godot, the first window you see is the Project Manager. In the
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default tab **Local Projects**, you can manage existing projects, import or create new
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ones, and more.
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.. image:: img/editor_intro_project_manager.png
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.. image:: img/editor_intro_project_manager.webp
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At the top of the window, there is another tab named "Templates". You can search
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for demo projects in the open-source asset library, which includes many projects
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@@ -31,13 +31,13 @@ developed by the community.
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.. seealso:: To learn the project manager's ins and outs, read
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:ref:`doc_project_manager`.
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.. image:: img/editor_intro_project_templates.png
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.. image:: img/editor_intro_project_templates.webp
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You can also change the editor's language using the drop-down menu to the right
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of the engine's version in the window's top-right corner. By default, it is in
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English (EN).
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.. image:: img/editor_intro_language.png
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.. image:: img/editor_intro_language.webp
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First look at Godot's editor
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----------------------------
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@@ -45,51 +45,51 @@ First look at Godot's editor
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When you open a new or an existing project, the editor's interface appears.
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Let's look at its main areas.
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.. image:: img/editor_intro_editor_empty.png
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.. image:: img/editor_intro_editor_empty.webp
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By default, it features **menus**, **main screens**, and playtest buttons along
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the window's top edge.
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.. image:: img/editor_intro_top_menus.png
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.. image:: img/editor_intro_top_menus.webp
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In the center is the **viewport** with its **toolbar** at the top, where you'll
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find tools to move, scale, or lock the scene's nodes.
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.. image:: img/editor_intro_3d_viewport.png
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.. image:: img/editor_intro_3d_viewport.webp
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On either side of the viewport sit the **docks**. And at the bottom of the
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window lies the **bottom panel**.
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The toolbar changes based on the context and selected node. Here is the 2D toolbar.
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.. image:: img/editor_intro_toolbar_2d.png
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.. image:: img/editor_intro_toolbar_2d.webp
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Below is the 3D one.
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.. image:: img/editor_intro_toolbar_3d.png
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.. image:: img/editor_intro_toolbar_3d.webp
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Let's look at the docks. The **FileSystem** dock lists your project files, be it
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scripts, images, audio samples, and more.
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.. image:: img/editor_intro_filesystem_dock.png
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.. image:: img/editor_intro_filesystem_dock.webp
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The **Scene** dock lists the active scene's nodes.
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.. image:: img/editor_intro_scene_dock.png
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.. image:: img/editor_intro_scene_dock.webp
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The **Inspector** allows you to edit the properties of a selected node.
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.. image:: img/editor_intro_inspector_dock.png
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.. image:: img/editor_intro_inspector_dock.webp
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The **bottom panel**, situated below the viewport, is the host for the debug
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console, the animation editor, the audio mixer, and more. They can take precious
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space, that's why they're folded by default.
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.. image:: img/editor_intro_bottom_panels.png
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.. image:: img/editor_intro_bottom_panels.webp
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When you click on one, it expands vertically. Below, you can see the animation editor opened.
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.. image:: img/editor_intro_bottom_panel_animation.png
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.. image:: img/editor_intro_bottom_panel_animation.webp
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The four main screens
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---------------------
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@@ -100,17 +100,17 @@ There are four main screen buttons centered at the top of the editor:
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You'll use the **2D screen** for all types of games. In addition to 2D games,
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the 2D screen is where you'll build your interfaces.
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.. image:: img/editor_intro_workspace_2d.png
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.. image:: img/editor_intro_workspace_2d.webp
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In the **3D screen**, you can work with meshes, lights, and design levels for
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3D games.
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.. image:: img/editor_intro_workspace_3d.png
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.. image:: img/editor_intro_workspace_3d.webp
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Notice the perspective button under the toolbar. Clicking on it opens a list of
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options related to the 3D view.
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.. image:: img/editor_intro_3d_viewport_perspective.png
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.. image:: img/editor_intro_3d_viewport_perspective.webp
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.. note:: Read :ref:`doc_introduction_to_3d` for more detail about the **3D
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main screen**.
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@@ -118,12 +118,12 @@ options related to the 3D view.
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The **Script screen** is a complete code editor with a debugger, rich
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auto-completion, and built-in code reference.
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.. image:: img/editor_intro_workspace_script.png
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.. image:: img/editor_intro_workspace_script.webp
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Finally, the **AssetLib** is a library of free and open-source add-ons, scripts,
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and assets to use in your projects.
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.. image:: img/editor_intro_workspace_assetlib.png
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.. image:: img/editor_intro_workspace_assetlib.webp
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.. seealso:: You can learn more about the asset library in
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:ref:`doc_what_is_assetlib`.
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@@ -143,13 +143,13 @@ signal by any one of the following methods:
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or built-in variable in the script editor.
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.. image:: img/editor_intro_search_help_button.png
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.. image:: img/editor_intro_search_help_button.webp
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When you do any of these, a window pops up. Type to search for any item. You can
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also use it to browse available objects and methods.
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.. image:: img/editor_intro_search_help.png
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.. image:: img/editor_intro_search_help.webp
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Double-click on an item to open the corresponding page in the script main screen.
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.. image:: img/editor_intro_help_class_animated_sprite.png
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.. image:: img/editor_intro_help_class_animated_sprite.webp
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