Move assets section to a new assets pipeline section

This commit is contained in:
Nathan Lovato
2021-11-24 10:32:53 -06:00
parent dcb772f19c
commit 356079cb38
56 changed files with 21 additions and 28 deletions
+1 -1
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@@ -42,7 +42,7 @@ The :ref:`post_import<class_EditorScenePostImport_method_post_import>` callback
Tutorials
---------
- `#custom-script <../getting_started/workflow/assets/importing_scenes.html#custom-script>`_ in :doc:`../getting_started/workflow/assets/importing_scenes`
- `#custom-script <../tutorials/assets_pipeline/importing_scenes.html#custom-script>`_ in :doc:`../tutorials/assets_pipeline/importing_scenes`
Methods
-------
+1 -1
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@@ -23,7 +23,7 @@ The JavaScript singleton is implemented only in the HTML5 export. It's used to a
Tutorials
---------
- `#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`
- `#calling-javascript-from-script <../tutorials/export/exporting_for_web.html#calling-javascript-from-script>`_ in :doc:`../tutorials/export/exporting_for_web`
Methods
-------
+1 -1
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@@ -1686,7 +1686,7 @@ Returns ``true`` if the environment variable with the name ``variable`` exists.
- :ref:`bool<class_bool>` **has_feature** **(** :ref:`String<class_String>` tag_name **)** |const|
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.
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.
**Note:** Tag names are case-sensitive.
-8
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@@ -1,8 +0,0 @@
Project workflow
================
.. toctree::
:maxdepth: 1
:name: toc-learn-workflow
assets/index
+16 -15
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@@ -76,35 +76,36 @@ The main documentation for the site is organized into the following sections:
:name: sec-learn
getting_started/step_by_step/index
getting_started/workflow/index
.. The sections below are sorted alphabetically. Please keep them that way.
.. toctree::
:maxdepth: 1
:caption: Tutorials
:name: sec-tutorials
tutorials/scripting/index
tutorials/2d/index
tutorials/3d/index
tutorials/audio/index
tutorials/physics/index
tutorials/editor/index
tutorials/math/index
tutorials/animation/index
tutorials/assets_pipeline/index
tutorials/audio/index
tutorials/best_practices/index
tutorials/editor/index
tutorials/export/index
tutorials/i18n/index
tutorials/inputs/index
tutorials/io/index
tutorials/i18n/index
tutorials/ui/index
tutorials/rendering/index
tutorials/shaders/index
tutorials/math/index
tutorials/networking/index
tutorials/vr/index
tutorials/plugins/index
tutorials/platform/index
tutorials/best_practices/index
tutorials/performance/index
tutorials/export/index
tutorials/physics/index
tutorials/platform/index
tutorials/plugins/index
tutorials/rendering/index
tutorials/scripting/index
tutorials/shaders/index
tutorials/ui/index
tutorials/vr/index
.. toctree::

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@@ -448,7 +448,7 @@ simple or dynamic objects that require mostly-accurate collision detection.
However, in both cases, the visual geometry may be too complex or not smooth
enough for collisions. This can create physics glitches and slow down the engine
unneccesarily.
unnecessarily.
To solve this, the ``-colonly`` modifier exists. It will remove the mesh upon
importing and will create a :ref:`class_staticbody` collision instead.
@@ -1,4 +1,4 @@
Assets workflow
Assets pipeline
===============
.. toctree::