diff --git a/getting_started/introduction/first_look_at_the_editor.rst b/getting_started/introduction/first_look_at_the_editor.rst index 87eb1a379..60f6763b8 100644 --- a/getting_started/introduction/first_look_at_the_editor.rst +++ b/getting_started/introduction/first_look_at_the_editor.rst @@ -22,7 +22,7 @@ When you launch Godot, the first window you see is the Project Manager. In the default tab **Local Projects**, you can manage existing projects, import or create new ones, and more. -.. image:: img/editor_intro_project_manager.png +.. image:: img/editor_intro_project_manager.webp At the top of the window, there is another tab named "Templates". You can search for demo projects in the open-source asset library, which includes many projects @@ -31,13 +31,13 @@ developed by the community. .. seealso:: To learn the project manager's ins and outs, read :ref:`doc_project_manager`. -.. image:: img/editor_intro_project_templates.png +.. image:: img/editor_intro_project_templates.webp You can also change the editor's language using the drop-down menu to the right of the engine's version in the window's top-right corner. By default, it is in English (EN). -.. image:: img/editor_intro_language.png +.. image:: img/editor_intro_language.webp First look at Godot's editor ---------------------------- @@ -45,51 +45,51 @@ First look at Godot's editor When you open a new or an existing project, the editor's interface appears. Let's look at its main areas. -.. image:: img/editor_intro_editor_empty.png +.. image:: img/editor_intro_editor_empty.webp By default, it features **menus**, **main screens**, and playtest buttons along the window's top edge. -.. image:: img/editor_intro_top_menus.png +.. image:: img/editor_intro_top_menus.webp In the center is the **viewport** with its **toolbar** at the top, where you'll find tools to move, scale, or lock the scene's nodes. -.. image:: img/editor_intro_3d_viewport.png +.. image:: img/editor_intro_3d_viewport.webp On either side of the viewport sit the **docks**. And at the bottom of the window lies the **bottom panel**. The toolbar changes based on the context and selected node. Here is the 2D toolbar. -.. image:: img/editor_intro_toolbar_2d.png +.. image:: img/editor_intro_toolbar_2d.webp Below is the 3D one. -.. image:: img/editor_intro_toolbar_3d.png +.. image:: img/editor_intro_toolbar_3d.webp Let's look at the docks. The **FileSystem** dock lists your project files, be it scripts, images, audio samples, and more. -.. image:: img/editor_intro_filesystem_dock.png +.. image:: img/editor_intro_filesystem_dock.webp The **Scene** dock lists the active scene's nodes. -.. image:: img/editor_intro_scene_dock.png +.. image:: img/editor_intro_scene_dock.webp The **Inspector** allows you to edit the properties of a selected node. -.. image:: img/editor_intro_inspector_dock.png +.. image:: img/editor_intro_inspector_dock.webp The **bottom panel**, situated below the viewport, is the host for the debug console, the animation editor, the audio mixer, and more. They can take precious space, that's why they're folded by default. -.. image:: img/editor_intro_bottom_panels.png +.. image:: img/editor_intro_bottom_panels.webp When you click on one, it expands vertically. Below, you can see the animation editor opened. -.. image:: img/editor_intro_bottom_panel_animation.png +.. image:: img/editor_intro_bottom_panel_animation.webp The four main screens --------------------- @@ -100,17 +100,17 @@ There are four main screen buttons centered at the top of the editor: You'll use the **2D screen** for all types of games. In addition to 2D games, the 2D screen is where you'll build your interfaces. -.. image:: img/editor_intro_workspace_2d.png +.. image:: img/editor_intro_workspace_2d.webp In the **3D screen**, you can work with meshes, lights, and design levels for 3D games. -.. image:: img/editor_intro_workspace_3d.png +.. image:: img/editor_intro_workspace_3d.webp Notice the perspective button under the toolbar. Clicking on it opens a list of options related to the 3D view. -.. image:: img/editor_intro_3d_viewport_perspective.png +.. image:: img/editor_intro_3d_viewport_perspective.webp .. note:: Read :ref:`doc_introduction_to_3d` for more detail about the **3D main screen**. @@ -118,12 +118,12 @@ options related to the 3D view. The **Script screen** is a complete code editor with a debugger, rich auto-completion, and built-in code reference. -.. image:: img/editor_intro_workspace_script.png +.. image:: img/editor_intro_workspace_script.webp Finally, the **AssetLib** is a library of free and open-source add-ons, scripts, and assets to use in your projects. -.. image:: img/editor_intro_workspace_assetlib.png +.. image:: img/editor_intro_workspace_assetlib.webp .. seealso:: You can learn more about the asset library in :ref:`doc_what_is_assetlib`. @@ -143,13 +143,13 @@ signal by any one of the following methods: or built-in variable in the script editor. -.. image:: img/editor_intro_search_help_button.png +.. image:: img/editor_intro_search_help_button.webp When you do any of these, a window pops up. Type to search for any item. You can also use it to browse available objects and methods. -.. image:: img/editor_intro_search_help.png +.. image:: img/editor_intro_search_help.webp Double-click on an item to open the corresponding page in the script main screen. -.. image:: img/editor_intro_help_class_animated_sprite.png +.. image:: img/editor_intro_help_class_animated_sprite.webp diff --git a/getting_started/introduction/img/editor_intro_3d_viewport.png b/getting_started/introduction/img/editor_intro_3d_viewport.png deleted file mode 100644 index f0e122cc8..000000000 Binary files a/getting_started/introduction/img/editor_intro_3d_viewport.png and /dev/null differ diff --git a/getting_started/introduction/img/editor_intro_3d_viewport.webp b/getting_started/introduction/img/editor_intro_3d_viewport.webp new file mode 100644 index 000000000..d0f517b83 Binary files /dev/null and b/getting_started/introduction/img/editor_intro_3d_viewport.webp differ diff --git 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