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Draft: Remove "simple", "simply", "easy", and "just" from the docs (#4496)
* Various style edits * Edit out "simple" when possible Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com> Co-authored-by: Clay John <claynjohn@gmail.com>
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@@ -15,11 +15,11 @@ to be imported by Godot and be treated as first-class resources. The editor
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itself comes bundled with a lot of import plugins to handle the common resources
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like PNG images, Collada and glTF models, Ogg Vorbis sounds, and many more.
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This tutorial will show you how to create a simple import plugin to load a
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This tutorial shows how to create an import plugin to load a
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custom text file as a material resource. This text file will contain three
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numeric values separated by comma, which represents the three channels of a
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color, and the resulting color will be used as the albedo (main color) of the
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imported material. In this example it will contain the pure blue color
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imported material. In this example it contains the pure blue color
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(zero red, zero green, and full blue):
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.. code-block:: none
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@@ -13,10 +13,10 @@ While this makes plugins less powerful, there are still many things you can
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do with them. Note that a plugin is similar to any scene you can already
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make, except it is created using a script to add editor functionality.
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This tutorial will guide you through the creation of two simple plugins so
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This tutorial will guide you through the creation of two plugins so
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you can understand how they work and be able to develop your own. The first
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will be a custom node that you can add to any scene in the project and the
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other will be a custom dock added to the editor.
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is a custom node that you can add to any scene in the project, and the
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other is a custom dock added to the editor.
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Creating a plugin
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~~~~~~~~~~~~~~~~~
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@@ -56,7 +56,7 @@ You should end up with a directory structure like this:
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.. image:: img/making_plugins-my_custom_mode_folder.png
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``plugin.cfg`` is a simple INI file with metadata about your plugin.
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``plugin.cfg`` is an INI file with metadata about your plugin.
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The name and description help people understand what it does.
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Your name helps you get properly credited for your work.
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The version number helps others know if they have an outdated version;
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@@ -148,8 +148,8 @@ To create a new node type, you can use the function
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that will act as the logic for the type. While that script doesn't have to use
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the ``tool`` keyword, it can be added so the script runs in the editor.
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For this tutorial, we'll create a simple button that prints a message when
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clicked. For that, we'll need a simple script that extends from
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For this tutorial, we'll create a button that prints a message when
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clicked. For that, we'll need a script that extends from
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:ref:`class_Button`. It could also extend
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:ref:`class_BaseButton` if you prefer:
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@@ -9,9 +9,9 @@ Introduction
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Spatial gizmo plugins are used by the editor and custom plugins to define the
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gizmos attached to any kind of Spatial node.
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This tutorial will show you the two main approaches to defining your own custom
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This tutorial shows the two main approaches to defining your own custom
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gizmos. The first option works well for simple gizmos and creates less clutter in
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your plugin structure, while the second one will let you store some per-gizmo data.
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your plugin structure, and the second one will let you store some per-gizmo data.
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.. note:: This tutorial assumes you already know how to make generic plugins. If
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in doubt, refer to the :ref:`doc_making_plugins` page.
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@@ -56,7 +56,7 @@ This would be a basic setup:
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remove_spatial_gizmo_plugin(gizmo_plugin)
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For simple gizmos, just inheriting :ref:`EditorSpatialGizmoPlugin <class_EditorSpatialGizmoPlugin>`
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For simple gizmos, inheriting :ref:`EditorSpatialGizmoPlugin <class_EditorSpatialGizmoPlugin>`
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is enough. If you want to store some per-gizmo data or you are porting a Godot 3.0 gizmo
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to 3.1+, you should go with the second approach.
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