Move assets section to a new assets pipeline section
@@ -42,7 +42,7 @@ The :ref:`post_import<class_EditorScenePostImport_method_post_import>` callback
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Tutorials
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---------
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- `#custom-script <../getting_started/workflow/assets/importing_scenes.html#custom-script>`_ in :doc:`../getting_started/workflow/assets/importing_scenes`
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- `#custom-script <../tutorials/assets_pipeline/importing_scenes.html#custom-script>`_ in :doc:`../tutorials/assets_pipeline/importing_scenes`
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Methods
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-------
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@@ -23,7 +23,7 @@ The JavaScript singleton is implemented only in the HTML5 export. It's used to a
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Tutorials
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---------
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- `#calling-javascript-from-script <../getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script>`_ in :doc:`../getting_started/workflow/export/exporting_for_web`
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- `#calling-javascript-from-script <../tutorials/export/exporting_for_web.html#calling-javascript-from-script>`_ in :doc:`../tutorials/export/exporting_for_web`
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Methods
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-------
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@@ -1686,7 +1686,7 @@ Returns ``true`` if the environment variable with the name ``variable`` exists.
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- :ref:`bool<class_bool>` **has_feature** **(** :ref:`String<class_String>` tag_name **)** |const|
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Returns ``true`` if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the `Feature Tags <https://docs.godotengine.org/en/3.4/getting_started/workflow/export/feature_tags.html>`__ documentation for more details.
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Returns ``true`` if the feature for the given feature tag is supported in the currently running instance, depending on platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the `Feature Tags <https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html>`_ documentation for more details.
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**Note:** Tag names are case-sensitive.
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@@ -1,8 +0,0 @@
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Project workflow
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================
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.. toctree::
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:maxdepth: 1
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:name: toc-learn-workflow
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assets/index
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@@ -76,35 +76,36 @@ The main documentation for the site is organized into the following sections:
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:name: sec-learn
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getting_started/step_by_step/index
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getting_started/workflow/index
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.. The sections below are sorted alphabetically. Please keep them that way.
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.. toctree::
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:maxdepth: 1
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:caption: Tutorials
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:name: sec-tutorials
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tutorials/scripting/index
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tutorials/2d/index
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tutorials/3d/index
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tutorials/audio/index
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tutorials/physics/index
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tutorials/editor/index
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tutorials/math/index
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tutorials/animation/index
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tutorials/assets_pipeline/index
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tutorials/audio/index
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tutorials/best_practices/index
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tutorials/editor/index
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tutorials/export/index
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tutorials/i18n/index
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tutorials/inputs/index
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tutorials/io/index
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tutorials/i18n/index
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tutorials/ui/index
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tutorials/rendering/index
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tutorials/shaders/index
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tutorials/math/index
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tutorials/networking/index
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tutorials/vr/index
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tutorials/plugins/index
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tutorials/platform/index
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tutorials/best_practices/index
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tutorials/performance/index
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tutorials/export/index
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tutorials/physics/index
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tutorials/platform/index
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tutorials/plugins/index
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tutorials/rendering/index
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tutorials/scripting/index
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tutorials/shaders/index
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tutorials/ui/index
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tutorials/vr/index
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.. toctree::
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@@ -448,7 +448,7 @@ simple or dynamic objects that require mostly-accurate collision detection.
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However, in both cases, the visual geometry may be too complex or not smooth
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enough for collisions. This can create physics glitches and slow down the engine
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unneccesarily.
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unnecessarily.
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To solve this, the ``-colonly`` modifier exists. It will remove the mesh upon
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importing and will create a :ref:`class_staticbody` collision instead.
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@@ -1,4 +1,4 @@
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Assets workflow
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Assets pipeline
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===============
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.. toctree::
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