Merge pull request #10471 from gomaproi/screenshots-galore
Update screenshots for better consistency with the default Godot 4.x theme
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tutorials/3d/img/spatial_material1.webp
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@@ -36,7 +36,7 @@ BaseMaterial 3D settings
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StandardMaterial3D has many settings that determine the look of a material. All of these are
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under the BaseMaterial3D category
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.. image:: img/spatial_material1.png
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.. image:: img/spatial_material1.webp
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ORM materials are almost exactly the same with one difference. Instead of separate settings
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and textures for occlusion, roughness, and metallic, there is a single ORM texture. The different
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@@ -328,7 +328,7 @@ Vertex Color
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This setting allows choosing what is done by default to vertex colors that come
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from your 3D modeling application. By default, they are ignored.
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.. image:: img/spatial_material4.png
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.. image:: img/spatial_material4.webp
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Use as Albedo
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~~~~~~~~~~~~~
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@@ -647,7 +647,7 @@ faces the camera:
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* **Particle Billboard:** Most suited for particle systems, because it allows
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specifying :ref:`flipbook animation <doc_process_material_properties_animation>`.
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.. image:: img/spatial_material9.png
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.. image:: img/spatial_material9.webp
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The **Particles Anim** section is only visible when the billboard mode is **Particle Billboard**.
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tutorials/animation/img/animation_animation_player_tree.webp
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tutorials/animation/img/animation_convenience_buttons.webp
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tutorials/animation/img/animation_illustration.webp
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tutorials/animation/img/animation_keyframes.webp
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tutorials/animation/img/animation_loop.webp
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tutorials/animation/img/animation_normal_track.webp
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tutorials/animation/img/animation_set_length.webp
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tutorials/animation/img/animation_timeline.webp
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@@ -61,7 +61,7 @@ A keyframe defines the value of a property at a point in time.
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Diamond shapes represent keyframes in the timeline. A line between two
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keyframes indicates that the value doesn't change between them.
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.. figure:: img/animation_keyframes.png
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.. figure:: img/animation_keyframes.webp
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:alt: Keyframes in Godot
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Keyframes in Godot
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@@ -70,7 +70,7 @@ You set values of a node's properties and create animation keyframes for them.
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When the animation runs, the engine will interpolate the values between the
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keyframes, resulting in them gradually changing over time.
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.. figure:: img/animation_illustration.png
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.. figure:: img/animation_illustration.webp
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:alt: Two keyframes are all it takes to obtain a smooth motion
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Two keyframes are all it takes to obtain a smooth motion
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@@ -78,7 +78,7 @@ keyframes, resulting in them gradually changing over time.
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The timeline defines how long the animation will take. You can insert keyframes
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at various points, and change their timing.
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.. figure:: img/animation_timeline.png
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.. figure:: img/animation_timeline.webp
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:alt: The timeline in the animation panel
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The timeline in the animation panel
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@@ -89,7 +89,7 @@ a node and its affected property. For example, the position track
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in the illustration refers to the ``position`` property of the Sprite2D
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node.
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.. figure:: img/animation_normal_track.png
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.. figure:: img/animation_normal_track.webp
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:alt: Example of Normal animation tracks
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Example of Normal animation tracks
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@@ -110,7 +110,7 @@ Scene setup
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For this tutorial, we'll create a Sprite node with an AnimationPlayer as
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its child. We will animate the sprite to move between two points on the screen.
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.. figure:: img/animation_animation_player_tree.png
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.. figure:: img/animation_animation_player_tree.webp
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:alt: Our scene setup
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Our scene setup
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@@ -163,7 +163,7 @@ Adding a track
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To add a new track for our sprite, select it and take a look at the
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toolbar:
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.. figure:: img/animation_convenience_buttons.png
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.. figure:: img/animation_convenience_buttons.webp
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:alt: Convenience buttons
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Convenience buttons
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@@ -195,7 +195,7 @@ default, the animation is set to last only one second, so change the animation
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length to 2 in the controls on the right side of the animation panel's timeline
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header.
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.. figure:: img/animation_set_length.png
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.. figure:: img/animation_set_length.webp
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:alt: Animation length
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Animation length
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@@ -241,7 +241,7 @@ This means we can extend the animation length to four seconds now, and Godot
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will also calculate the frames from the last keyframe to the first, moving
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our sprite back and forth.
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.. figure:: img/animation_loop.png
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.. figure:: img/animation_loop.webp
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:alt: Animation loop
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Animation loop
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tutorials/assets_pipeline/img/import_csv.webp
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@@ -111,6 +111,6 @@ Select the ``.csv`` file and access the **Import** dock to define import
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options. You can toggle the compression of the imported translations, and
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select the delimiter to use when parsing the CSV file.
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.. image:: img/import_csv.png
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.. image:: img/import_csv.webp
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Be sure to click **Reimport** after any change to these options.
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@@ -58,7 +58,7 @@ In order to pack all resources of a project into a PCK file open the project
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and go to Project/Export and click on "Export PCK/Zip". Also make sure to have
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an export template selected while doing so.
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.. image:: img/export_pck.png
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.. image:: img/export_pck.webp
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Another method would be to :ref:`export from the command line <doc_command_line_tutorial_exporting>`.
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If the output file ends with a PCK or ZIP file extension, then the export
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@@ -140,7 +140,7 @@ Custom features
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It is possible to add custom features to a build; use the relevant
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field in the *export preset* used to generate it:
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.. image:: img/feature_tags1.png
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.. image:: img/feature_tags1.webp
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.. note::
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@@ -158,11 +158,14 @@ This allows you to better customize any configuration when doing a build.
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In the following example, a different icon is added for the demo build of the game (which was
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customized in a special export preset, which, in turn, includes only demo levels).
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.. image:: img/feature_tags2.png
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.. figure:: img/feature_tags2.webp
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:alt: The Project Settings panel
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After overriding, a new field is added for this specific configuration:
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The desired configuration is selected, which effectively copies its properties to the panel above (1). The "demo_build" feature tag is selected (2). The configuration is added to the project settings (3).
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.. image:: img/feature_tags3.png
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After overriding, a new field is added for this specific configuration.
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.. image:: img/feature_tags3.webp
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.. note::
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@@ -179,7 +182,7 @@ Default overrides
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There are already a lot of settings that come with overrides by default; they can be found
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in many sections of the project settings.
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.. image:: img/feature_tags4.png
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.. image:: img/feature_tags4.webp
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Customizing the build
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---------------------
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@@ -121,7 +121,7 @@ the following graphic, in a reverse depth-first order, starting with the node at
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the scene tree, and ending at the root node. Excluded from this process are Windows
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and SubViewports.
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.. image:: img/input_event_scene_flow.png
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.. image:: img/input_event_scene_flow.webp
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This order doesn't apply to :ref:`Control._gui_input() <class_Control_private_method__gui_input>`, which uses
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a different method based on event location or focused Control.
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@@ -166,7 +166,7 @@ the Inspector dock, or scripts. This allows to make granular changes to a
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particular part of the UI, while not affecting anything else in the project,
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including this control's children.
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.. figure:: img/themecheck.png
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.. figure:: img/themecheck.webp
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:align: center
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Local overrides are less useful for the visual flair of your user interface,
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@@ -8,7 +8,7 @@ needs to have a different look than what is normally defined by a :ref:`Theme <c
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Every control node has theme property overrides, which allow you to redefine the styling for
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each individual UI element.
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.. figure:: img/themecheck.png
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.. figure:: img/themecheck.webp
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:align: center
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This approach quickly becomes hard to manage, if you need to share the same custom look
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@@ -46,7 +46,7 @@ you want to name your theme type variation in the text box, then click **Add Typ
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Below the **Type** dropdown are the property tabs. Switch to the tab with a wrench
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and screwdriver icon.
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.. figure:: img/base_type.png
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.. figure:: img/base_type.webp
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:align: center
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Click on the plus icon next to the **Base Type** field. You can select the base type
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@@ -25,7 +25,7 @@ Themes also can be created from any control node. Select a control node in the s
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hierarchy, then in the inspector go to the ``theme`` property. From there you can
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select **New Theme**.
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.. figure:: img/new_theme.png
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.. figure:: img/new_theme.webp
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:align: center
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This will create an empty theme and open up the theme editor. Keep in mind that
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@@ -37,13 +37,13 @@ include the default, fallback font that you can edit only using the Inspector do
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Same applies to the contents of complex resource types, such as :ref:`StyleBoxes <class_StyleBox>`
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and icons — they open for editing in the Inspector.
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.. figure:: img/default_font.png
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.. figure:: img/default_font.webp
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:align: center
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Theme editor overview
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---------------------
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.. figure:: img/theme_editor.png
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.. figure:: img/theme_editor.webp
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:align: center
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The theme editor has two main parts. The main theme editor, located at the bottom of
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@@ -60,14 +60,14 @@ The left-hand side of the main editor has a set of preview tabs. The **Default P
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tab is visible out of the box and contains most of the frequently used controls in various
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states. Previews are interactive, so intermediate states (e.g. hover) can be previewed as well.
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.. figure:: img/default_preview.png
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.. figure:: img/default_preview.webp
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:align: center
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Additional tabs can be created from arbitrary scenes in your project. The scene
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must have a control node as its root to function as a preview. To add a new tab
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click the **Add Preview** button and select the saved scene from your file system.
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.. figure:: img/scene_preview.png
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.. figure:: img/scene_preview.webp
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:align: center
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If you make changes to the scene, they will not be reflected in the preview
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@@ -78,7 +78,7 @@ picker tool from the toolbar and hover over the preview area to highlight contro
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nodes. Highlighted control nodes display their class name, or type variation if available.
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Clicking on the highlighted control opens it for editing on the right-hand side.
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.. figure:: img/theme_preview_picker.png
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.. figure:: img/theme_preview_picker.webp
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:align: center
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Theme types and items
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@@ -92,7 +92,7 @@ enabled, then for each built-in type its default theme values are displayed, gre
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out. If the option is disabled, only the items available in the edited theme itself
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are displayed.
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.. figure:: img/theme_type_editor.png
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.. figure:: img/theme_type_editor.webp
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:align: center
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Individual items from the default theme can be added to the current theme by
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@@ -106,7 +106,7 @@ Overridden theme items can be edited directly in the right-hand panel, unless th
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are resources. Resources have rudimentary controls available for them, but must be
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edited in the Inspector dock instead.
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.. figure:: img/theme_item_inspector.png
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.. figure:: img/theme_item_inspector.webp
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:align: center
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Styleboxes have a unique feature available, where you can pin an individual
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@@ -115,7 +115,7 @@ all styleboxes of the same type are updated alongside it when you change its
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properties. This allows you to edit properties of several styleboxes at the
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same time.
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.. figure:: img/theme_pin_the_stylebox.png
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.. figure:: img/theme_pin_the_stylebox.webp
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:align: center
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While theme types can be picked from a preview, they can also be added manually.
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@@ -124,17 +124,21 @@ In that menu you can either select a type from the list, or you can enter an
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arbitrary name to create a custom type. Text field also filters the list of control
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nodes.
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.. figure:: img/add_item_type.png
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.. figure:: img/add_item_type.webp
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:align: center
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Manage and import items
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-----------------------
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Clicking the **Manage Items** button brings up the **Manage Theme Items** dialog. In
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the **Edit Items** tab you can view and add theme types, as well as view and edit
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Clicking the **Manage Items** button brings up the **Manage Theme Items** dialog.
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.. figure:: img/manage_items_button.webp
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:align: center
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In the **Edit Items** tab you can view and add theme types, as well as view and edit
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the theme items of the selected type.
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.. figure:: img/manage_items.png
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.. figure:: img/manage_items.webp
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:align: center
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You can create, rename and remove individual theme items here by clicking the
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@@ -154,5 +158,5 @@ include the data will copy all theme items as they are to your theme. Omitting t
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will create the items of the corresponding data type and name, but will leave them empty,
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creating a template of a theme in a way.
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.. figure:: img/import_items.png
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.. figure:: img/import_items.webp
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:align: center
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