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about/list_of_features.rst

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@@ -76,7 +76,7 @@ Editor
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- :ref:`Create your own plugins <doc_making_plugins>` using GDScript to add new
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features or speed up your workflow.
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- :ref:`Download projects from the asset library <doc_using_assetlib_editor>`
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in the project manager and import them directly.
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in the Project Manager and import them directly.
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Rendering
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---------

about/troubleshooting.rst

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@@ -12,7 +12,7 @@ This page lists common issues encountered when using Godot and possible solution
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See :ref:`doc_using_the_web_editor` for caveats specific to the HTML5 version
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of the Godot editor.
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Everything I do in the editor or project manager appears delayed by one frame
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Everything I do in the editor or Project Manager appears delayed by one frame
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-----------------------------------------------------------------------------
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This is a `known bug <https://github.com/godotengine/godot/issues/23069>`__ on
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To solve this, select the system console window and press Enter to leave
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selection mode.
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Some text such as "NO DC" appears in the top-left corner of the project manager and editor window
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Some text such as "NO DC" appears in the top-left corner of the Project Manager and editor window
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-------------------------------------------------------------------------------------------------
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This is caused by the NVIDIA graphics driver injecting an overlay to display information.

community/asset_library/using_assetlib.rst

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@@ -109,10 +109,10 @@ In the editor
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.. note::
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The editor will display different categories of assets depending on whether
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you're browsing the project manager's **Asset Library Projects** tab or the editor's
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you're browsing the Project Manager's **Asset Library Projects** tab or the editor's
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**AssetLib** tab.
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The project manager's **Asset Library Projects** tab will only display assets that are
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The Project Manager's **Asset Library Projects** tab will only display assets that are
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standalone projects by themselves. This is denoted on the asset library with
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the *Templates*, *Demos* and *Projects* categories.
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community/asset_library/what_is_assetlib.rst

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@@ -31,7 +31,7 @@ Types of assets
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Be aware that there are, broadly, two different types of assets you can post.
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* Assets labeled as "Templates", "Projects", or "Demos" appear under
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the "Asset Library Projects" tab in the Godot project manager. These assets are
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the "Asset Library Projects" tab in the Godot Project Manager. These assets are
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standalone Godot projects that can run by themselves.
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* Other assets show up inside of the Godot editor under the "AssetLib"

contributing/development/compiling/compiling_for_linuxbsd.rst

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@@ -117,8 +117,8 @@ Start a terminal, go to the root dir of the engine source code and type:
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If all goes well, the resulting binary executable will be placed in the
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"bin" subdirectory. This executable file contains the whole engine and
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runs without any dependencies. Executing it will bring up the project
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manager.
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runs without any dependencies. Executing it will bring up the Project
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Manager.
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.. note::
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contributing/development/compiling/compiling_for_macos.rst

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@@ -66,8 +66,8 @@ To support both architectures in a single "Universal 2" binary, run the above tw
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If all goes well, the resulting binary executable will be placed in the
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``bin/`` subdirectory. This executable file contains the whole engine and
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runs without any dependencies. Executing it will bring up the project
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manager.
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runs without any dependencies. Executing it will bring up the Project
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Manager.
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.. note:: If you want to use separate editor settings for your own Godot builds
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and official releases, you can enable

contributing/development/compiling/introduction_to_the_buildsystem.rst

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@@ -118,7 +118,7 @@ A Windows binary with the same configuration will look like this:
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C:\godot> dir bin/
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godot.windows.editor.64.exe
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Copy that binary to any location you like, as it contains the project manager,
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Copy that binary to any location you like, as it contains the Project Manager,
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editor and all means to execute the game. However, it lacks the data to export
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it to the different platforms. For that the export templates are needed (which
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can be either downloaded from `godotengine.org <https://godotengine.org/>`__, or
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The editor is enabled by default in all PC targets (Linux, Windows, macOS),
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disabled for everything else. Disabling the editor produces a binary that can
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run projects but that does not include the editor or the project manager.
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run projects but that does not include the editor or the Project Manager.
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::
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contributing/development/configuring_an_ide/clion.rst

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@@ -70,7 +70,7 @@ To add a custom build target that invokes SCons for compilation:
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.. figure:: img/clion-add-custom-build-application.png
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:align: center
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- Give the run/debug configuration a name, e.g. ``Godot debug``, select the ``Godot debug`` custom build target as the **Target**. Select the Godot executable in the ``bin/`` folder as the **Executable**, and set the **Program arguments** to ``--editor --path path-to-your-project/``, where ``path-to-your-project/`` should be a path pointing to an existing Godot project. If you omit the ``--path`` argument, you will only be able to debug the Godot project manager window. Click **OK** to create the run/debug configuration.
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- Give the run/debug configuration a name, e.g. ``Godot debug``, select the ``Godot debug`` custom build target as the **Target**. Select the Godot executable in the ``bin/`` folder as the **Executable**, and set the **Program arguments** to ``--editor --path path-to-your-project/``, where ``path-to-your-project/`` should be a path pointing to an existing Godot project. If you omit the ``--path`` argument, you will only be able to debug the Godot Project Manager window. Click **OK** to create the run/debug configuration.
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.. figure:: img/clion-run-configuration.png
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:align: center

contributing/development/configuring_an_ide/visual_studio.rst

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@@ -34,9 +34,9 @@ source code, stop at specific points in the code, inspect the current execution
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and make live changes to the codebase.
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You can launch the project with the debugger attached using the **Debug > Start Debugging**
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option from the top menu. However, unless you want to debug the project manager specifically,
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option from the top menu. However, unless you want to debug the Project Manager specifically,
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you'd need to configure debugging options first. This is due to the fact that when the Godot
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project manager opens a project, the initial process is terminated and the debugger gets detached.
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Project Manager opens a project, the initial process is terminated and the debugger gets detached.
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- To configure the launch options to use with the debugger use **Project > Properties**
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from the top menu:
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:align: center
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- Open the **Debugging** section and under **Command Arguments** add two new arguments:
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the ``-e`` flag opens the editor instead of the project manager, and the ``--path`` argument
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the ``-e`` flag opens the editor instead of the Project Manager, and the ``--path`` argument
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tells the executable to open the specified project (must be provided as an *absolute* path
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to the project root, not the ``project.godot`` file).
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contributing/development/configuring_an_ide/xcode.rst

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@@ -99,7 +99,7 @@ To enable debugging support you need to edit the external build target's build a
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- Set the **Executable** to the file you linked in your post-build action script.
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- Check **Debug executable**.
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- You can add two arguments on the **Arguments** tab:
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the ``-e`` flag opens the editor instead of the project manager, and the ``--path`` argument
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the ``-e`` flag opens the editor instead of the Project Manager, and the ``--path`` argument
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tells the executable to open the specified project (must be provided as an *absolute* path
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to the project root, not the ``project.godot`` file).
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contributing/development/debugging/index.rst

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@@ -16,8 +16,8 @@ Debugging the editor
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--------------------
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When working on the Godot editor keep in mind that by default the executable
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will start in the project manager mode. Opening a project from the project
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manager spawns a new process, which stops the debugging session. To avoid that
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will start in the Project Manager mode. Opening a project from the Project
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Manager spawns a new process, which stops the debugging session. To avoid that
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you should launch directly into the project using ``-e`` and ``--path`` launch
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options.
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contributing/development/debugging/using_cpp_profilers.rst

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@@ -68,8 +68,8 @@ VerySleepy
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^^^^^^^^^^
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- Start the Godot editor or your project first.
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If you start the project manager, make sure to edit or run a project first.
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Otherwise, the profiler will not track the child process since the project manager
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If you start the Project Manager, make sure to edit or run a project first.
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Otherwise, the profiler will not track the child process since the Project Manager
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will spawn a child process for every project edited or run.
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- Open VerySleepy and select the Godot executable in the list of processes on the left:
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contributing/development/editor/introduction_to_editor_development.rst

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@@ -47,7 +47,7 @@ Some important files in the editor are:
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- `editor/editor_node.cpp <https://github.com/godotengine/godot/blob/master/editor/editor_node.cpp>`__:
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Main editor initialization file. Effectively the "main scene" of the editor.
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- `editor/project_manager.cpp <https://github.com/godotengine/godot/blob/master/editor/project_manager.cpp>`__:
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Main project manager initialization file. Effectively the "main scene" of the project manager.
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Main Project Manager initialization file. Effectively the "main scene" of the Project Manager.
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- `editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/godotengine/godot/blob/master/editor/plugins/canvas_item_editor_plugin.cpp>`__:
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The 2D editor viewport and related functionality (toolbar at the top, editing modes, overlaid helpers/panels, …).
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- `editor/plugins/node_3d_editor_plugin.cpp <https://github.com/godotengine/godot/blob/master/editor/plugins/node_3d_editor_plugin.cpp>`__:
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To iterate quickly on the editor, we recommend to set up a test project and
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:ref:`open it from the command line <doc_command_line_tutorial>` after compiling
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the editor. This way, you don't have to go through the project manager every
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the editor. This way, you don't have to go through the Project Manager every
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time you start Godot.

contributing/workflow/pr_workflow.rst

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@@ -136,7 +136,7 @@ metadata is hidden in its ``.git`` subfolder).
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working in Git.
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In the following, we will assume as an example that you want to implement a feature in
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Godot's project manager, which is coded in the ``editor/project_manager.cpp``
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Godot's Project Manager, which is coded in the ``editor/project_manager.cpp``
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file.
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Branching
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# It's nice to know where you're starting from
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$ git log
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# Do changes to the project manager with the nano text editor
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# Do changes to the Project Manager with the nano text editor
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$ nano editor/project_manager.cpp
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# Find an unrelated bug in Control and fix it
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# Make our second commit
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$ git add editor/project_manager.cpp
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$ git commit -m "Add a pretty banner to the project manager"
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$ git commit -m "Add a pretty banner to the Project Manager"
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$ git log
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With this, we should have two new commits in our ``better-project-manager``
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.. code-block:: text
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pick 1b4aad7 Add a pretty banner to the project manager
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pick 1b4aad7 Add a pretty banner to the Project Manager
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pick e07077e Fix a typo in the banner's title
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The editor will also show instructions regarding how you can act on those
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.. code-block:: text
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pick 1b4aad7 Add a pretty banner to the project manager
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pick 1b4aad7 Add a pretty banner to the Project Manager
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fixup e07077e Fix a typo in the banner's title
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Upon saving and quitting the editor, the rebase will occur. The second commit
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good practice to do so. You'll need to do this twice, once for the local branch and another
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for the remote branch on GitHub.
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To delete our better project manager branch locally, use this command:
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To delete our better Project Manager branch locally, use this command:
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::
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getting_started/first_3d_game/01.game_setup.rst

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<https://github.com/godotengine/godot-3d-dodge-the-creeps/releases/tag/1.1.0>`__.
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Once you downloaded it, extract the .zip archive on your computer. Open the
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Godot project manager and click the *Import* button.
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Godot Project Manager and click the *Import* button.
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.. image:: img/01.game_setup/01.import_button.png
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getting_started/introduction/first_look_at_the_editor.rst

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.. This page is only here to introduce the interface to the user broadly. To
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cover individual areas in greater detail, write the corresponding pages in
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the most appropriate section, and link them. E.g. the animation editor goes
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to the animation section. General pages, for instance, about the project
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manager, should go in the editor manual.
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to the animation section. General pages, for instance, about the Project
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Manager, should go in the editor manual.
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.. _doc_intro_to_the_editor_interface:
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.. seealso:: For a comprehensive breakdown of the editor's interface and how to
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use it, see the :ref:`Editor manual <toc-learn-editor>`.
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The Project manager
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The Project Manager
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-------------------
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When you launch Godot, the first window you see is the Project Manager. In the
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for demo projects in the open source asset library, which includes many projects
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developed by the community.
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.. seealso:: To learn the project manager's ins and outs, read
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.. seealso:: To learn the Project Manager's ins and outs, read
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:ref:`doc_project_manager`.
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.. image:: img/editor_intro_project_templates.webp

getting_started/step_by_step/instancing.rst

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you to download the ball's sample project we prepared for you:
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:download:`instancing.zip <files/instancing.zip>`.
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Extract the archive on your computer. To import it, you need the project manager.
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The project manager is accessed by opening Godot, or if you already have Godot opened, click on *Project -> Quit to Project List* (:kbd:`Ctrl + Shift + Q`)
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Extract the archive on your computer. To import it, you need the Project Manager.
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The Project Manager is accessed by opening Godot, or if you already have Godot opened, click on *Project -> Quit to Project List* (:kbd:`Ctrl + Shift + Q`)
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In the project manager, click the *Import* button to import the project.
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In the Project Manager, click the *Import* button to import the project.
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.. image:: img/instancing_import_button.png
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tutorials/editor/command_line_tutorial.rst

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+------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| ``-e``, ``--editor`` | Start the editor instead of running the scene (:ref:`target=editor <doc_introduction_to_the_buildsystem_target>` must be used). |
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+------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| ``-p``, ``--project-manager`` | Start the project manager, even if a project is auto-detected (:ref:`target=editor <doc_introduction_to_the_buildsystem_target>` must be used). |
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| ``-p``, ``--project-manager`` | Start the Project Manager, even if a project is auto-detected (:ref:`target=editor <doc_introduction_to_the_buildsystem_target>` must be used). |
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+------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| ``--debug-server <uri>`` | Start the editor debug server (``<protocol>://<host/IP>[:<port>]``, e.g. ``tcp://127.0.0.1:6007``) |
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+------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------+
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Running the editor is done by executing Godot with the ``-e`` flag. This
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must be done from within the project directory or a subdirectory,
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otherwise the command is ignored and the project manager appears.
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otherwise the command is ignored and the Project Manager appears.
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::
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tutorials/editor/project_manager.rst

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.. _doc_project_manager:
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Using the Project manager
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Using the Project Manager
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=========================
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When you launch Godot, the first window you see is the Project Manager. It lets
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Opening and importing projects
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------------------------------
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The next time you open the project manager, you'll see your new project in the
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The next time you open the Project Manager, you'll see your new project in the
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list. Double click on it to open it in the editor.
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.. image:: img/editor_ui_intro_project_manager_06.webp

tutorials/editor/using_the_web_editor.rst

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- Specify a ZIP file to preload on the HTML5 filesystem using the
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**Preload project ZIP** input.
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- Run the editor by clicking **Start Godot editor**.
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The Godot project manager should appear after 10-20 seconds.
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The Godot Project Manager should appear after 10-20 seconds.
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On slower machines or connections, loading may take up to a minute.
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- In the dialog that appears at the middle of the window, specify a name for
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the folder to create then click the **Create Folder** button

tutorials/migrating/upgrading_to_godot_4.rst

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You can backup a project by using version control, or by copying the project
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folder to another location.
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Using the project manager
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Using the Project Manager
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^^^^^^^^^^^^^^^^^^^^^^^^^
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To use the project upgrade tool:
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1. Open the Godot 4 project manager.
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1. Open the Godot 4 Project Manager.
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2. Import the Godot 3.x project using the **Import** button, or use the **Scan**
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button to find the project within a folder.
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3. Double-click the imported project (or select the project then choose **Edit**).
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case the conversion tool fails.
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5. Wait until the project conversion process finishes. This can take up to a few
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minutes for large projects with lots of scenes.
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6. When the project manager interface becomes available again, double-click the
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6. When the Project Manager interface becomes available again, double-click the
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project (or select the project then choose **Edit**) to open it in the
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editor.
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tutorials/platform/web/html5_shell_classref.rst

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A callback function for handling Godot's ``OS.execute`` calls.
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This is for example used in the Web Editor template to switch between project manager and editor, and for running the game.
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This is for example used in the Web Editor template to switch between Project Manager and editor, and for running the game.
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:param string path:
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The path that Godot's wants executed.

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