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15 changes: 12 additions & 3 deletions docs/getting_started/create_new_project.rst
Original file line number Diff line number Diff line change
Expand Up @@ -8,11 +8,17 @@ After closing a project, or whenever starting the Editor, Crown displays the
Projects List. From here, you can open/manage existing projects or create new
ones:

.. image:: images/empty_projects_list.png
.. figure:: images/empty_projects_list.png
:align: center

The Projects List with no projects yet.

Click the ``Create New`` button to start creating a New Project:

.. image:: images/new_project.png
.. figure:: images/new_project.png
:align: center

The New Project dialog.

First, choose a ``Name`` for your project. If ``Create Project Folder`` is
enabled, Crown will automatically create a project folder in the specified
Expand All @@ -25,4 +31,7 @@ templates, or leave it to ``None`` to start with a new empty project.
When you are ready, click ``Create`` button and Crown will create the project
and open it automatically:

.. image:: images/new_project_editor.png
.. figure:: images/new_project_editor.png
:align: center

A newly created project opened in the Editor.
15 changes: 12 additions & 3 deletions docs/getting_started/for_the_impatient.rst
Original file line number Diff line number Diff line change
Expand Up @@ -6,23 +6,32 @@ When you first launch the Crown Editor and no projects exist, Crown
automatically generates a temporary project and opens it. This lets you
explore the graphical interface immediately without any extra steps.

.. image:: images/temp_project.png
.. figure:: images/temp_project.png
:align: center

The temporary project created on first launch.

At this point you can either jump straight into the :ref:`level_editor` to get
a feel for its features, or close the temporary project and create a new one
yourself, for example, starting from a featureful template.

To close the temporary project, choose ``File`` -> ``Close Project``:

.. image:: images/temp_project_close.png
.. figure:: images/temp_project_close.png
:align: center

Closing the temporary project from the File menu.

You will be asked whether to save or discard the temporary project. Choose
``Save`` to keep your work (the project will then appear in the Projects
List), or ``Close without Saving`` to discard it. After closing the temporary
project, Crown opens the Projects List, where you can :ref:`create a new
project <create_new_project>`.

.. image:: images/temp_project_close_confirmation.png
.. figure:: images/temp_project_close_confirmation.png
:align: center

Confirmation dialog asking whether to save the temporary project.

Tip: If you plan to continue working on what you created during this session,
save the temporary project before closing. If you were just experimenting,
Expand Down
15 changes: 12 additions & 3 deletions docs/getting_started/import_existing_project.rst
Original file line number Diff line number Diff line change
Expand Up @@ -5,15 +5,24 @@ Importing an existing project
Crown projects are just regular folders. If you want to import an existing
project, click the ``Import...`` button in the projects list:

.. image:: images/empty_projects_list.png
.. figure:: images/empty_projects_list.png
:align: center

The Projects List with no projects yet.

Then, select the folder containing the project and click the ``Open`` button:

.. image:: images/import_project_select_folder.png
.. figure:: images/import_project_select_folder.png
:align: center

Selecting an existing project folder to import.

If the project is correctly recognized, Crown will add it to the projects list:

.. image:: images/import_project_projects_list.png
.. figure:: images/import_project_projects_list.png
:align: center

An imported project listed in the Projects List.

When you are ready, click the ``Open`` button on the newly imported project to
start working on it.
5 changes: 4 additions & 1 deletion docs/importing_resources/importing_fonts.rst
Original file line number Diff line number Diff line change
@@ -1,4 +1,7 @@
Importing Fonts
===============

.. image:: images/import_font.png
.. figure:: images/import_font.png
:align: center

The font import dialog.
15 changes: 12 additions & 3 deletions docs/importing_resources/importing_resources.rst
Original file line number Diff line number Diff line change
Expand Up @@ -14,18 +14,27 @@ can fine-tune import options.
Import via Project Browser
--------------------------

.. image:: images/project_browser_right_click_import.png
.. figure:: images/project_browser_right_click_import.png
:align: center

Importing resources via the Project Browser context menu.

You can also import files from the Project Browser. Navigate to the target
folder, right-click the folder, and choose ``Import...`` from the context
menu. Crown will present a file picker:

.. image:: images/import_dialog.svg
.. figure:: images/import_dialog.svg
:align: center

The Import dialog for picking files and choosing the resource type.

This method is useful when you want more control: the Import dialog lets you
choose how Crown should process the selected files. That matters because the
same file extension can sometimes map to different resource types
(for example, ``.png`` files can be imported as textures or as sprites). Use
the resource-type selector to pick the desired resource:

.. image:: images/import_dialog_select_resource_type.svg
.. figure:: images/import_dialog_select_resource_type.svg
:align: center

Selecting the resource type in the Import dialog.
25 changes: 20 additions & 5 deletions docs/importing_resources/importing_scenes.rst
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,10 @@ Crown can import most useful elements from 3D scenes saved in FBX format. When
you import an FBX file, Crown opens a dialog where you can select import
options and choose which parts of the scene to bring into your project:

.. image:: images/import_fbx.png
.. figure:: images/import_fbx.png
:align: center

The FBX import dialog.

FBX import dialog
-----------------
Expand Down Expand Up @@ -36,13 +39,19 @@ Start by importing the FBX that contains the geometry and skeleton. In the
Project Browser create or select the target folder, make sure ``Import
Animations`` is unchecked, then click ``Import`` to begin:

.. image:: images/import_fbx_unchecked_animations.svg
.. figure:: images/import_fbx_unchecked_animations.svg
:align: center

Disabling animation import when importing geometry and skeleton.

When the import completes, the unit (geometry), the skeleton, and any other
objects you selected in the Unit section will appear as separate items in the
Project Browser:

.. image:: images/project_browser_import_clips_unit_and_skeleton.svg
.. figure:: images/project_browser_import_clips_unit_and_skeleton.svg
:align: center

Imported unit, skeleton, and related resources in the Project Browser.

2) Importing animation clips
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Expand All @@ -56,10 +65,16 @@ dialog:
* Uncheck ``New Skeleton`` to indicate that the skeleton already exists.
* Set ``Target Skeleton`` to the skeleton you imported in the previous step.

.. image:: images/import_fbx_select_skeleton.svg
.. figure:: images/import_fbx_select_skeleton.svg
:align: center

Selecting the target skeleton when importing animation clips.

When the importer finishes, it creates an ``animations`` folder and places the
imported clips inside it, with correct references to the existing skeleton and
geometry:

.. image:: images/project_browser_imported_clips.svg
.. figure:: images/project_browser_imported_clips.svg
:align: center

Imported animation clips in the dedicated ``animations`` folder.
10 changes: 8 additions & 2 deletions docs/importing_resources/importing_sprites.rst
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,10 @@ dedicated target folder first. The importer generates multiple output files
(sprites, units, materials etc.), so keeping them together makes the project
easier to manage.

.. image:: images/import_sprite.png
.. figure:: images/import_sprite.png
:align: center

The Sprite Importer window.

Sprite Importer overview
------------------------
Expand Down Expand Up @@ -52,7 +55,10 @@ Choose the sprite origin with the ``Pivot`` combobox. The preview area shows
the pivot position so you can pick the point that makes placement and
rotation easier.

.. image:: images/sprite_pivot.svg
.. figure:: images/sprite_pivot.svg
:align: center

The sprite pivot in the preview area.

Collision and physics
---------------------
Expand Down
20 changes: 16 additions & 4 deletions docs/level_editor/console.rst
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,10 @@ The Console displays information, warnings, errors, and debug output from the
Level Editor, the running game, and other engine components. It also lets you
interact with runtime instances by sending commands and Lua expressions.

.. image:: images/console.png
.. figure:: images/console.png
:align: center

The Console displaying messages from the editor and runtimes.

Runtime connections
===================
Expand All @@ -18,7 +21,10 @@ start the game from the Level Editor, Crown switches the Console to
communicate with the game runtime. You can also select manually which runtime
the Console talks to using the runtime selector:

.. image:: images/console_runtime_selector.svg
.. figure:: images/console_runtime_selector.svg
:align: center

The runtime selector in the Console.

Commands
========
Expand All @@ -39,7 +45,10 @@ expression and prints the result back to the Console. This is useful for
inspecting state, calling engine APIs, or invoking game code while the game
is running.

.. image:: images/console_lua_expression.svg
.. figure:: images/console_lua_expression.svg
:align: center

Evaluating a Lua expression in the Console.

History navigation
==================
Expand All @@ -57,4 +66,7 @@ instead of plain-text strings. When the Console detects such numeric IDs, it
attempts to resolve them back to readable names so logs are easier to
understand:

.. image:: images/console_id_lookup.svg
.. figure:: images/console_id_lookup.svg
:align: center

Automatic resource ID lookup in the Console.
5 changes: 4 additions & 1 deletion docs/level_editor/level_editor.rst
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,10 @@ After opening a :ref:`project` Crown immediately starts compiling the
resources it contains. Once the process is complete, the Level Editor is
launched and should look similar to the image below:

.. image:: images/editor_overview.svg
.. figure:: images/editor_overview.svg
:align: center

The Level Editor interface in its default configuration.

The Level Editor is split into several panels:

Expand Down
40 changes: 32 additions & 8 deletions docs/level_editor/level_viewport.rst
Original file line number Diff line number Diff line change
Expand Up @@ -52,13 +52,19 @@ Selecting objects is the primary way to focus edits and transformations on
specific objects in the scene. Left-click an object to select it; a dim
orange outline will be drawn around selected objects in the viewport:

.. image:: images/selected_cube.png
.. figure:: images/selected_cube.png
:align: center

A selected cube highlighted in the Level Viewport.

If a selected object is occluded by unselected ones, Crown still highlights it
with a slightly dimmed orange outline so you can keep working with it even
when it is not fully visible:

.. image:: images/selected_sphere_occluded.png
.. figure:: images/selected_sphere_occluded.png
:align: center

A selected sphere with dimmed highlighting where occluded.

To clear the current selection, just left-click an empty area or press
``Shift + Ctrl + A``.
Expand All @@ -73,7 +79,10 @@ remove it from the selection.
To select multiple objects by area, left-click and drag to draw a selection
rectangle; any object that intersects that rectangle will be selected.

.. image:: images/box_selection.png
.. figure:: images/box_selection.png
:align: center

Box selection in the Level Viewport.

Framing objects
===============
Expand Down Expand Up @@ -120,7 +129,10 @@ When one or more objects are selected, Crown displays a transform gizmo at the
origin of the selection. The gizmo provides axis handles, planar handles and
a camera-aligned handle. Interact with the gizmo using left-click and drag.

.. image:: images/move_rotate_scale.png
.. figure:: images/move_rotate_scale.png
:align: center

Move, rotate, and scale gizmos in the Level Viewport.

Move gizmo
----------
Expand Down Expand Up @@ -161,7 +173,10 @@ coordinate system regardless of the selected object's local transformations.

Toggle axis mode using the Local/World Axis control in the toolbar:

.. image:: images/local_world_axis.svg
.. figure:: images/local_world_axis.svg
:align: center

Toggling between local and world axis modes.

Snapping
========
Expand All @@ -171,7 +186,10 @@ precision, enable grid and angle snapping to constrain transforms to fixed
increments. Toggle snapping by clicking the ``Snap To Grid`` button on the
toolbar:

.. image:: images/toolbar_snap_to_grid.svg
.. figure:: images/toolbar_snap_to_grid.svg
:align: center

The Snap To Grid control in the toolbar.

With snapping enabled, movement and rotation will snap to the configured grid
size and snap angle. Hold ``Left Ctrl`` while performing a transform to
Expand All @@ -181,7 +199,10 @@ Change the grid cell size or the snap angle with ``Ctrl+G`` and ``Ctrl+H``
respectively. These shortcuts open dialogs where you can type exact numeric
values for the grid spacing and angle increment:

.. image:: images/grid_size_dialog.png
.. figure:: images/grid_size_dialog.png
:align: center

Configuring grid size and snap angle.

Relative and Absolute snapping
------------------------------
Expand All @@ -197,4 +218,7 @@ which is useful for aligning multiple objects to a common global grid.
Switch between the two modes using the ``Relative Snap`` and ``Absolute Snap``
toolbar buttons.

.. image:: images/relative_absolute_snap.svg
.. figure:: images/relative_absolute_snap.svg
:align: center

Relative and absolute snapping controls.
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