diff --git a/tutorials/3d/img/spatial_material1.png b/tutorials/3d/img/spatial_material1.png deleted file mode 100644 index 678bd0d3304..00000000000 Binary files a/tutorials/3d/img/spatial_material1.png and /dev/null differ diff --git a/tutorials/3d/img/spatial_material1.webp b/tutorials/3d/img/spatial_material1.webp new file mode 100644 index 00000000000..cbd19f48b25 Binary files /dev/null and b/tutorials/3d/img/spatial_material1.webp differ diff --git a/tutorials/3d/img/spatial_material4.png b/tutorials/3d/img/spatial_material4.png deleted file mode 100644 index 1141fcfb5e5..00000000000 Binary files a/tutorials/3d/img/spatial_material4.png and /dev/null differ diff --git a/tutorials/3d/img/spatial_material4.webp b/tutorials/3d/img/spatial_material4.webp new file mode 100644 index 00000000000..f0ec827754a Binary files /dev/null and b/tutorials/3d/img/spatial_material4.webp differ diff --git a/tutorials/3d/img/spatial_material9.png b/tutorials/3d/img/spatial_material9.png deleted file mode 100644 index ff27d3aaffb..00000000000 Binary files a/tutorials/3d/img/spatial_material9.png and /dev/null differ diff --git a/tutorials/3d/img/spatial_material9.webp b/tutorials/3d/img/spatial_material9.webp new file mode 100644 index 00000000000..60c3d014a14 Binary files /dev/null and b/tutorials/3d/img/spatial_material9.webp differ diff --git a/tutorials/3d/standard_material_3d.rst b/tutorials/3d/standard_material_3d.rst index 3bcc36f4007..37f53cb7817 100644 --- a/tutorials/3d/standard_material_3d.rst +++ b/tutorials/3d/standard_material_3d.rst @@ -36,7 +36,7 @@ BaseMaterial 3D settings StandardMaterial3D has many settings that determine the look of a material. All of these are under the BaseMaterial3D category -.. image:: img/spatial_material1.png +.. image:: img/spatial_material1.webp ORM materials are almost exactly the same with one difference. Instead of separate settings and textures for occlusion, roughness, and metallic, there is a single ORM texture. The different @@ -328,7 +328,7 @@ Vertex Color This setting allows choosing what is done by default to vertex colors that come from your 3D modeling application. By default, they are ignored. -.. image:: img/spatial_material4.png +.. image:: img/spatial_material4.webp Use as Albedo ~~~~~~~~~~~~~ @@ -647,7 +647,7 @@ faces the camera: * **Particle Billboard:** Most suited for particle systems, because it allows specifying :ref:`flipbook animation `. -.. image:: img/spatial_material9.png +.. image:: img/spatial_material9.webp The **Particles Anim** section is only visible when the billboard mode is **Particle Billboard**. diff --git a/tutorials/animation/img/animation_animation_player_tree.png b/tutorials/animation/img/animation_animation_player_tree.png deleted file mode 100644 index e5fe9e50fa1..00000000000 Binary files a/tutorials/animation/img/animation_animation_player_tree.png and /dev/null differ diff --git a/tutorials/animation/img/animation_animation_player_tree.webp b/tutorials/animation/img/animation_animation_player_tree.webp new file mode 100644 index 00000000000..ad419457264 Binary files /dev/null and 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b/tutorials/animation/introduction.rst @@ -61,7 +61,7 @@ A keyframe defines the value of a property at a point in time. Diamond shapes represent keyframes in the timeline. A line between two keyframes indicates that the value doesn't change between them. -.. figure:: img/animation_keyframes.png +.. figure:: img/animation_keyframes.webp :alt: Keyframes in Godot Keyframes in Godot @@ -70,7 +70,7 @@ You set values of a node's properties and create animation keyframes for them. When the animation runs, the engine will interpolate the values between the keyframes, resulting in them gradually changing over time. -.. figure:: img/animation_illustration.png +.. figure:: img/animation_illustration.webp :alt: Two keyframes are all it takes to obtain a smooth motion Two keyframes are all it takes to obtain a smooth motion @@ -78,7 +78,7 @@ keyframes, resulting in them gradually changing over time. The timeline defines how long the animation will take. You can insert keyframes at various points, and change their timing. -.. figure:: img/animation_timeline.png +.. figure:: img/animation_timeline.webp :alt: The timeline in the animation panel The timeline in the animation panel @@ -89,7 +89,7 @@ a node and its affected property. For example, the position track in the illustration refers to the ``position`` property of the Sprite2D node. -.. figure:: img/animation_normal_track.png +.. figure:: img/animation_normal_track.webp :alt: Example of Normal animation tracks Example of Normal animation tracks @@ -110,7 +110,7 @@ Scene setup For this tutorial, we'll create a Sprite node with an AnimationPlayer as its child. We will animate the sprite to move between two points on the screen. -.. figure:: img/animation_animation_player_tree.png +.. figure:: img/animation_animation_player_tree.webp :alt: Our scene setup Our scene setup @@ -163,7 +163,7 @@ Adding a track To add a new track for our sprite, select it and take a look at the toolbar: -.. figure:: img/animation_convenience_buttons.png +.. figure:: img/animation_convenience_buttons.webp :alt: Convenience buttons Convenience buttons @@ -195,7 +195,7 @@ default, the animation is set to last only one second, so change the animation length to 2 in the controls on the right side of the animation panel's timeline header. -.. figure:: img/animation_set_length.png +.. figure:: img/animation_set_length.webp :alt: Animation length Animation length @@ -241,7 +241,7 @@ This means we can extend the animation length to four seconds now, and Godot will also calculate the frames from the last keyframe to the first, moving our sprite back and forth. -.. figure:: img/animation_loop.png +.. figure:: img/animation_loop.webp :alt: Animation loop Animation loop diff --git a/tutorials/assets_pipeline/img/import_csv.png b/tutorials/assets_pipeline/img/import_csv.png deleted file mode 100644 index d1336c587d4..00000000000 Binary files a/tutorials/assets_pipeline/img/import_csv.png and /dev/null differ diff --git a/tutorials/assets_pipeline/img/import_csv.webp b/tutorials/assets_pipeline/img/import_csv.webp new file mode 100644 index 00000000000..ce802d94525 Binary files /dev/null and b/tutorials/assets_pipeline/img/import_csv.webp differ diff --git a/tutorials/assets_pipeline/importing_translations.rst b/tutorials/assets_pipeline/importing_translations.rst index 0a8943bae7a..a6b75ad010e 100644 --- a/tutorials/assets_pipeline/importing_translations.rst +++ b/tutorials/assets_pipeline/importing_translations.rst @@ -111,6 +111,6 @@ Select the ``.csv`` file and access the **Import** dock to define import options. You can toggle the compression of the imported translations, and select the delimiter to use when parsing the CSV file. -.. image:: img/import_csv.png +.. image:: img/import_csv.webp Be sure to click **Reimport** after any change to these options. diff --git a/tutorials/export/exporting_pcks.rst b/tutorials/export/exporting_pcks.rst index 55867e76a2a..1955d72d069 100644 --- a/tutorials/export/exporting_pcks.rst +++ b/tutorials/export/exporting_pcks.rst @@ -58,7 +58,7 @@ In order to pack all resources of a project into a PCK file open the project and go to Project/Export and click on "Export PCK/Zip". Also make sure to have an export template selected while doing so. -.. image:: img/export_pck.png +.. image:: img/export_pck.webp Another method would be to :ref:`export from the command line `. If the output file ends with a PCK or ZIP file extension, then the export diff --git a/tutorials/export/feature_tags.rst b/tutorials/export/feature_tags.rst index 4f42e1a213c..a31ac6b4c76 100644 --- a/tutorials/export/feature_tags.rst +++ b/tutorials/export/feature_tags.rst @@ -140,7 +140,7 @@ Custom features It is possible to add custom features to a build; use the relevant field in the *export preset* used to generate it: -.. image:: img/feature_tags1.png +.. image:: img/feature_tags1.webp .. note:: @@ -158,11 +158,14 @@ This allows you to better customize any configuration when doing a build. In the following example, a different icon is added for the demo build of the game (which was customized in a special export preset, which, in turn, includes only demo levels). -.. image:: img/feature_tags2.png +.. figure:: img/feature_tags2.webp + :alt: The Project Settings panel -After overriding, a new field is added for this specific configuration: + 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). -.. image:: img/feature_tags3.png +After overriding, a new field is added for this specific configuration. + +.. image:: img/feature_tags3.webp .. note:: @@ -179,7 +182,7 @@ Default overrides There are already a lot of settings that come with overrides by default; they can be found in many sections of the project settings. -.. image:: img/feature_tags4.png +.. image:: img/feature_tags4.webp Customizing the build --------------------- diff --git a/tutorials/export/img/export_pck.png b/tutorials/export/img/export_pck.png deleted file mode 100644 index 9d63ad744f8..00000000000 Binary files a/tutorials/export/img/export_pck.png and /dev/null differ diff --git a/tutorials/export/img/export_pck.webp b/tutorials/export/img/export_pck.webp new file mode 100644 index 00000000000..61ecce20262 Binary files /dev/null and b/tutorials/export/img/export_pck.webp differ diff --git a/tutorials/export/img/feature_tags1.png b/tutorials/export/img/feature_tags1.png deleted file mode 100644 index 1904cabadf7..00000000000 Binary files a/tutorials/export/img/feature_tags1.png and /dev/null differ diff --git a/tutorials/export/img/feature_tags1.webp b/tutorials/export/img/feature_tags1.webp new file mode 100644 index 00000000000..03ad85bbe6b Binary files /dev/null and b/tutorials/export/img/feature_tags1.webp differ diff --git a/tutorials/export/img/feature_tags2.png b/tutorials/export/img/feature_tags2.png deleted file mode 100644 index 1673b13b2d8..00000000000 Binary files a/tutorials/export/img/feature_tags2.png and /dev/null differ diff --git a/tutorials/export/img/feature_tags2.webp b/tutorials/export/img/feature_tags2.webp new file mode 100644 index 00000000000..5391c88a9fc Binary files /dev/null and b/tutorials/export/img/feature_tags2.webp differ diff --git a/tutorials/export/img/feature_tags3.png b/tutorials/export/img/feature_tags3.png deleted file mode 100644 index a99decdd0d3..00000000000 Binary files a/tutorials/export/img/feature_tags3.png and /dev/null differ diff --git a/tutorials/export/img/feature_tags3.webp b/tutorials/export/img/feature_tags3.webp new file mode 100644 index 00000000000..fba9a5ff2c4 Binary files /dev/null and b/tutorials/export/img/feature_tags3.webp differ diff --git a/tutorials/export/img/feature_tags4.png b/tutorials/export/img/feature_tags4.png deleted file mode 100644 index 85433aa0475..00000000000 Binary files a/tutorials/export/img/feature_tags4.png and /dev/null differ diff --git a/tutorials/export/img/feature_tags4.webp b/tutorials/export/img/feature_tags4.webp new file mode 100644 index 00000000000..59da5d32803 Binary files /dev/null and b/tutorials/export/img/feature_tags4.webp differ diff --git a/tutorials/i18n/img/pseudolocalization_settings.webp b/tutorials/i18n/img/pseudolocalization_settings.webp index 095d213ec2d..c48ea3225a2 100644 Binary files a/tutorials/i18n/img/pseudolocalization_settings.webp and b/tutorials/i18n/img/pseudolocalization_settings.webp differ diff --git a/tutorials/inputs/img/cursor_project_settings.webp b/tutorials/inputs/img/cursor_project_settings.webp index 4b9280b70b4..2d8f19f7b51 100644 Binary files a/tutorials/inputs/img/cursor_project_settings.webp and b/tutorials/inputs/img/cursor_project_settings.webp differ diff --git a/tutorials/inputs/img/input_event_scene_flow.png b/tutorials/inputs/img/input_event_scene_flow.png deleted file mode 100644 index e3d881a3d6b..00000000000 Binary files a/tutorials/inputs/img/input_event_scene_flow.png and /dev/null differ diff --git a/tutorials/inputs/img/input_event_scene_flow.webp b/tutorials/inputs/img/input_event_scene_flow.webp new file mode 100644 index 00000000000..22dd4fb2bd4 Binary files /dev/null and b/tutorials/inputs/img/input_event_scene_flow.webp differ diff --git a/tutorials/inputs/img/inputs_inputmap.webp b/tutorials/inputs/img/inputs_inputmap.webp index 81000cb7f4e..0e8ffe2ea0d 100644 Binary files a/tutorials/inputs/img/inputs_inputmap.webp and b/tutorials/inputs/img/inputs_inputmap.webp differ diff --git a/tutorials/inputs/inputevent.rst b/tutorials/inputs/inputevent.rst index 8090aae7276..06ade4628ba 100644 --- a/tutorials/inputs/inputevent.rst +++ b/tutorials/inputs/inputevent.rst @@ -121,7 +121,7 @@ the following graphic, in a reverse depth-first order, starting with the node at the scene tree, and ending at the root node. Excluded from this process are Windows and SubViewports. -.. image:: img/input_event_scene_flow.png +.. image:: img/input_event_scene_flow.webp This order doesn't apply to :ref:`Control._gui_input() `, which uses a different method based on event location or focused Control. diff --git a/tutorials/ui/gui_skinning.rst b/tutorials/ui/gui_skinning.rst index 2ba9a888a68..5ebee335ca4 100644 --- a/tutorials/ui/gui_skinning.rst +++ b/tutorials/ui/gui_skinning.rst @@ -166,7 +166,7 @@ the Inspector dock, or scripts. This allows to make granular changes to a particular part of the UI, while not affecting anything else in the project, including this control's children. -.. figure:: img/themecheck.png +.. figure:: img/themecheck.webp :align: center Local overrides are less useful for the visual flair of your user interface, diff --git a/tutorials/ui/gui_theme_type_variations.rst b/tutorials/ui/gui_theme_type_variations.rst index 1587d5785f2..f105938896b 100644 --- a/tutorials/ui/gui_theme_type_variations.rst +++ b/tutorials/ui/gui_theme_type_variations.rst @@ -8,7 +8,7 @@ needs to have a different look than what is normally defined by a :ref:`Theme ` and icons — they open for editing in the Inspector. -.. figure:: img/default_font.png +.. figure:: img/default_font.webp :align: center Theme editor overview --------------------- -.. figure:: img/theme_editor.png +.. figure:: img/theme_editor.webp :align: center The theme editor has two main parts. The main theme editor, located at the bottom of @@ -60,14 +60,14 @@ The left-hand side of the main editor has a set of preview tabs. The **Default P tab is visible out of the box and contains most of the frequently used controls in various states. Previews are interactive, so intermediate states (e.g. hover) can be previewed as well. -.. figure:: img/default_preview.png +.. figure:: img/default_preview.webp :align: center Additional tabs can be created from arbitrary scenes in your project. The scene must have a control node as its root to function as a preview. To add a new tab click the **Add Preview** button and select the saved scene from your file system. -.. figure:: img/scene_preview.png +.. figure:: img/scene_preview.webp :align: center If you make changes to the scene, they will not be reflected in the preview @@ -78,7 +78,7 @@ picker tool from the toolbar and hover over the preview area to highlight contro nodes. Highlighted control nodes display their class name, or type variation if available. Clicking on the highlighted control opens it for editing on the right-hand side. -.. figure:: img/theme_preview_picker.png +.. figure:: img/theme_preview_picker.webp :align: center Theme types and items @@ -92,7 +92,7 @@ enabled, then for each built-in type its default theme values are displayed, gre out. If the option is disabled, only the items available in the edited theme itself are displayed. -.. figure:: img/theme_type_editor.png +.. figure:: img/theme_type_editor.webp :align: center Individual items from the default theme can be added to the current theme by @@ -106,7 +106,7 @@ Overridden theme items can be edited directly in the right-hand panel, unless th are resources. Resources have rudimentary controls available for them, but must be edited in the Inspector dock instead. -.. figure:: img/theme_item_inspector.png +.. figure:: img/theme_item_inspector.webp :align: center Styleboxes have a unique feature available, where you can pin an individual @@ -115,7 +115,7 @@ all styleboxes of the same type are updated alongside it when you change its properties. This allows you to edit properties of several styleboxes at the same time. -.. figure:: img/theme_pin_the_stylebox.png +.. figure:: img/theme_pin_the_stylebox.webp :align: center While theme types can be picked from a preview, they can also be added manually. @@ -124,17 +124,21 @@ In that menu you can either select a type from the list, or you can enter an arbitrary name to create a custom type. Text field also filters the list of control nodes. -.. figure:: img/add_item_type.png +.. figure:: img/add_item_type.webp :align: center Manage and import items ----------------------- -Clicking the **Manage Items** button brings up the **Manage Theme Items** dialog. In -the **Edit Items** tab you can view and add theme types, as well as view and edit +Clicking the **Manage Items** button brings up the **Manage Theme Items** dialog. + +.. figure:: img/manage_items_button.webp + :align: center + +In the **Edit Items** tab you can view and add theme types, as well as view and edit the theme items of the selected type. -.. figure:: img/manage_items.png +.. figure:: img/manage_items.webp :align: center You can create, rename and remove individual theme items here by clicking the @@ -154,5 +158,5 @@ include the data will copy all theme items as they are to your theme. 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