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Merge pull request #4302 from NathanLovato/content/getting-started

Rewrite of the getting started introduction
Rémi Verschelde 4 years ago
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about/introduction.rst

@@ -50,8 +50,7 @@ if you need a quick writeup about Godot Engine.
     Freedom Conservancy <https://sfconservancy.org>`_ not-for-profit.
     Freedom Conservancy <https://sfconservancy.org>`_ not-for-profit.
 
 
 For a more in-depth view of the engine, you are encouraged to read this
 For a more in-depth view of the engine, you are encouraged to read this
-documentation further, especially the :ref:`Step by step
-<toc-learn-step_by_step>` tutorial.
+documentation further, especially the :ref:`Getting Started <sec-learn>` series.
 
 
 About the documentation
 About the documentation
 -----------------------
 -----------------------

+ 157 - 0
getting_started/introduction/first_look_at_the_editor.rst

@@ -0,0 +1,157 @@
+.. This page is only here to introduce the interface to the user broadly. To
+   cover individual areas in greater detail, write the corresponding pages in
+   the most appropriate section, and link them. E.g. the animation editor goes
+   to the animation section. General pages, for instance, about the project
+   manager, should go in the editor manual.
+
+.. _doc_intro_to_the_editor_interface:
+
+First look at Godot's editor
+============================
+
+This page will give you a brief overview of Godot's interface. We're going to
+look at the different main screens and docks to help you situate yourself.
+
+.. seealso:: For a comprehensive breakdown of the editor's interface and how to
+             use it, see the :ref:`Editor manual <toc-learn-editor>`.
+
+The Project manager
+-------------------
+
+When you launch Godot, the first window you see is the Project Manager. In the
+default tab, "Projects," you can manage existing projects, import or create new
+ones, and more.
+
+.. image:: img/editor_intro_project_manager.png
+
+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
+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
+
+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
+
+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
+
+By default, it features **menus**, **main screens**, and playtest buttons along
+the window's top edge.
+
+.. image:: img/editor_intro_top_menus.png
+
+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
+
+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
+
+Below is the 3D one.
+
+.. image:: img/editor_intro_toolbar_3d.png
+
+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
+
+The **Scene** dock lists the active scene's nodes.
+
+.. image:: img/editor_intro_scene_dock.png
+
+The **Inspector** allows you to edit the properties of a selected node.
+
+.. image:: img/editor_intro_inspector_dock.png
+
+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
+
+When you click on one, it expands vertically. Below, you can see the animation editor opened.
+
+.. image:: img/editor_intro_bottom_panel_animation.png
+
+The four main screens
+---------------------
+
+There are four main screen buttons centered at the top of the editor:
+2D, 3D, Script, and AssetLib.
+
+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. Press :kbd:`F1` (or
+:kbd:`Alt + 1` on macOS) to access it.
+
+.. image:: img/editor_intro_workspace_2d.png
+
+In the **3D screen**, you can work with meshes, lights, and design levels for
+3D games. Press :kbd:`F2` (:kbd:`Alt + 2` on macOS) to access it.
+
+.. image:: img/editor_intro_workspace_3d.png
+
+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
+
+.. note:: Read :ref:`doc_introduction_to_3d` for more detail about the **3D
+          main screen**.
+
+The **Script screen** is a complete code editor with a debugger, rich
+auto-completion, and built-in code reference. Press :kbd:`F3` (:kbd:`Alt + 3`
+on macOS) to access it.
+
+.. image:: img/editor_intro_workspace_script.png
+
+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
+
+.. seealso:: You can learn more about the asset library in
+             :ref:`doc_what_is_assetlib`.
+
+Integrated class reference
+--------------------------
+
+Godot comes with a built-in class reference.
+
+You can search for information about a class, method, property, constant, or
+signal by:
+
+1. Pressing :kbd:`Shift + F1` anywhere in the editor.
+2. Clicking the "Search Help" button in the top-right of the Script main screen.
+3. Clicking on the Help menu and Search.
+4. Clicking while pressing the :kbd:`Ctrl` key on a class name,
+   function name, or built-in variable in the script editor.
+
+
+.. image:: img/editor_intro_search_help_button.png
+
+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
+
+Double-click on an item to open the corresponding page in the script main screen.
+
+.. image:: img/editor_intro_help_class_animated_sprite.png

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+ 9 - 2
getting_started/introduction/index.rst

@@ -1,3 +1,7 @@
+.. Intention: provide the necessary information to make the most of the getting
+   started series, answering questions like "do I want to learn Godot?", "how
+   does it look and feel?", "how does it work?", and "how do I best learn it?".
+
 Introduction
 Introduction
 ============
 ============
 
 
@@ -5,12 +9,15 @@ This series will introduce you to Godot and give you an overview of its
 features.
 features.
 
 
 In the following pages, you will get answers to questions such as "Is Godot for
 In the following pages, you will get answers to questions such as "Is Godot for
-me?" or "What can I do with Godot?". We will then run you through the editor's
-interface, introduce the engine's most essential concepts, and give you tips to
+me?" or "What can I do with Godot?". We will then introduce the engine's most
+essential concepts, run you through the editor's interface, and give you tips to
 make the most of your time learning it.
 make the most of your time learning it.
 
 
 .. toctree::
 .. toctree::
    :maxdepth: 1
    :maxdepth: 1
    :name: toc-learn-introduction
    :name: toc-learn-introduction
 
 
+   introduction_to_godot
+   key_concepts_overview
+   first_look_at_the_editor
    learning_new_features
    learning_new_features

+ 126 - 0
getting_started/introduction/introduction_to_godot.rst

@@ -0,0 +1,126 @@
+Introduction to Godot
+=====================
+
+This article is here to help you figure out whether Godot might be a good fit
+for you. We will introduce some broad features of the engine to give you a feel
+for what you can achieve with it and answer questions such as "what do I need to
+know to get started?".
+
+This is by no means an exhaustive overview. We will introduce many more features
+in this getting started series.
+
+What is Godot?
+--------------
+
+Godot is a general-purpose 2D and 3D game engine designed to support all sorts
+of projects. You can use it to create games or applications you can then release
+on desktop or mobile, as well as on the web.
+
+You can also create console games with it, although you either need strong
+programming skills or a developer to port the game for you.
+
+.. note:: The Godot team can't provide an open-source console export due to the
+          licensing terms imposed by console manufacturers. Regardless of the
+          engine you use, though, releasing games on consoles is always a lot of
+          work. You can read more on that here: :ref:`doc_consoles`.
+
+What can the engine do?
+-----------------------
+
+Godot was initially developed in-house by an Argentinan game studio. Its
+development started in 2001, and the engine was rewritten and improved
+tremendously since its open-source release in 2014.
+
+Some examples of games created with Godot include Ex-Zodiac and Helms of Fury.
+
+.. image:: img/introduction_ex_zodiac.png
+
+.. image:: img/introduction_helms_of_fury.jpg
+
+As for applications, the open-source pixel art drawing program Pixelorama is
+powered by Godot, and so is the voxel RPG creator RPG in a box.
+
+.. image:: img/introduction_rpg_in_a_box.png
+
+You can find many more examples in the official showcase videos:
+
+- `April 2020 desktop and console showcase`_
+- `April 2020 mobile showcase`_
+
+How does it work and look?
+--------------------------
+
+Godot comes with a fully-fledged game editor with integrated tools to answer the
+most common needs. It includes a code editor, an animation editor, a tilemap
+editor, a shader editor, a debugger, a profiler, and more.
+
+.. image:: img/introduction_editor.png
+
+The team strives to offer a feature-rich game editor with a consistent user
+experience. While there is always room for improvement, the user interface keeps
+getting refined.
+
+Of course, if you prefer, you can work with external programs. We officially
+support importing 3D scenes designed in Blender_ and maintain plugins to code in
+VSCode_ and Emacs_ for GDScript and C#. We also support Visual Studio for C# on
+Windows.
+
+.. image:: img/introduction_vscode.png
+
+Programming languages
+---------------------
+
+Let's talk about the available programming languages.
+
+You can code your games using :ref:`GDScript <toc-learn-scripting-gdscript>`, a
+Godot-specific and tightly integrated language with a lightweight syntax, or
+:ref:`C# <toc-learn-scripting-C#>`, which is popular in the games industry.
+These are the two main scripting languages we support.
+
+Godot also supports a node-based visual programming language named
+:ref:`VisualScript <toc-learn-scripting-visual_script>`.
+
+With the :ref:`GDNative <toc-tutorials-gdnative>` technology, you can also write
+gameplay or high-performance algorithms in C or C++ without recompiling the
+engine. You can use this technology to integrate third-party libraries and other
+Software Development Kits (SDK) in the engine.
+
+Of course, you can also directly add modules and features to the engine, as it's
+completely free and open-source.
+
+.. seealso:: These are the five officially supported programming languages. The
+             community maintains support for many more. For more information,
+             see :ref:`GDNative third-party bindings
+             <doc_what_is_gdnative_third_party_bindings>`.
+
+What do I need to know to use Godot?
+------------------------------------
+
+Godot is a feature-packed game engine. With its thousands of features, there is
+a lot to learn. To make the most of it, you need good programming foundations.
+While we try to make the engine accessible, you will benefit a lot from knowing
+how to think like a programmer first.
+
+Godot relies on the object-oriented programming paradigm. Being comfortable with
+concepts such as classes and objects will help you code efficiently in it.
+
+If you are entirely new to programming, we recommend following the `CS50 open
+courseware`_ from Harvard University. It's a great free course that will teach
+you everything you need to know to be off to a good start. It will save you
+countless hours and hurdles learning any game engine afterward.
+
+.. note:: In CS50, you will learn multiple programming languages. Don't be
+          afraid of that: programming languages have many similarities. The
+          skills you learn with one language transfer well to others.
+
+We will provide you with more Godot-specific learning resources in
+:ref:`doc_learning_new_features`.
+
+In the next part, you will get an overview of the engine's essential concepts.
+
+.. _Blender: https://www.blender.org/
+.. _VSCode: https://github.com/godotengine/godot-vscode-plugin
+.. _Emacs: https://github.com/godotengine/emacs-gdscript-mode
+.. _April 2020 desktop and console showcase: https://youtu.be/UEDEIksGEjQ
+.. _April 2020 mobile showcase: https://youtu.be/AIapugketbs
+.. _CS50 open courseware: https://cs50.harvard.edu/x/2020/

+ 100 - 0
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@@ -0,0 +1,100 @@
+.. Intention: introduce only a handful of key concepts and avoid a big cognitive
+   load. Readers will then be reminded of the concepts further in the getting
+   started series, reinforcing their learning.
+
+.. _doc_key_concepts_overview:
+
+Overview of Godot's key concepts
+================================
+
+Every game engine revolves around abstractions you use to build your
+applications. In Godot, a game is a **tree** of **nodes** that you group
+together into **scenes**. You can then wire these nodes so they can communicate
+using **signals**.
+
+These are the four concepts you will learn here. We're going to look at them
+briefly to give you a sense of how the engine works. In the getting started
+series, you will get to use them in practice.
+
+Scenes
+------
+
+In Godot, you break down your game in reusable scenes. A scene like a character,
+a weapon, a menu in the user interface, a single house, an entire level, or
+anything you can think of. Godot's scenes are flexible; they fill the role of
+both prefabs and scenes in some other game engines.
+
+.. image:: img/key_concepts_main_menu.png
+
+You can also nest scenes. For example, you can put your character in a level,
+and drag and drop a scene as a child of it.
+
+.. image:: img/key_concepts_scene_example.png
+
+Nodes
+-----
+
+A scene is composed of one or more **nodes**. Nodes are your game's smallest
+building block that you arrange into trees. Here's an example of a character's
+nodes.
+
+.. image:: img/key_concepts_character_nodes.png
+
+It is made of a ``KinematicBody2D`` node named "Character", a ``Sprite2D``, a
+``Camera2D``, and a ``CollisionShape2D``.
+
+.. note:: The node names end with "2D" because this is a 2D scene. Their 3D
+          counterpart have names that end with "3D".
+
+Notice how nodes and scenes look the same in the editor. When you save a tree of
+nodes as a scene, it then shows as a single node, with its internal structure
+hidden in the editor.
+
+Godot provides an extensive library of base node types you can combine and
+extend to build more powerful ones. 2D, 3D, or user interface, you will do most
+things with these nodes.
+
+.. image:: img/key_concepts_node_menu.png
+
+The scene tree
+--------------
+
+All your game's scenes come together in the **scene tree**, literally a tree of
+scenes. And as scenes are trees of nodes, the scene tree also is a tree of
+nodes. But it's easier to think of your game in terms of scenes as they can
+represent characters, weapons, doors, or your user interface.
+
+.. image:: img/key_concepts_scene_tree.png
+
+Signals
+-------
+
+Nodes emit signals when some event occurred. This feature allows you to make
+nodes communicate without hard-wiring them in code. It gives you a lot of
+flexibility in how you structure your scenes.
+
+.. image:: img/key_concepts_signals.png
+
+.. note:: Signals are Godot's version of the *observer* pattern. You can read
+          more about the observer pattern here:
+          https://gameprogrammingpatterns.com/observer.html
+
+For example, buttons emit a signal when pressed. You can connect to this signal
+to run code in reaction to this event, like starting the game or opening a menu.
+
+Other built-in signals can tell you when two objects collided, when a character
+or monster entered a given area, and much more. You can also define new signals
+tailored to your game.
+
+Summary
+-------
+
+Nodes, scenes, the scene tree, and signals are four core concepts in Godot that
+you will manipulate all the time.
+
+Nodes are your game's smallest building block. You combine them to create scenes
+that you then combine and nest into the scene tree. You can then use signals to
+make nodes react to events in other nodes or different scene tree branches.
+
+After this short breakdown, you probably have many questions. Bear with us as
+you will get many answers throughout the getting started series.

+ 4 - 0
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@@ -1,3 +1,7 @@
+.. Keep this page short and sweet! We want users to read it to the end, so they
+   know where to find information, how to get help, and how to maximize chances
+   of getting answers.
+
 .. _doc_learning_new_features:
 .. _doc_learning_new_features:
 
 
 Learning new features
 Learning new features

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+ 0 - 1
getting_started/step_by_step/index.rst

@@ -5,7 +5,6 @@ Step by step
    :maxdepth: 1
    :maxdepth: 1
    :name: toc-learn-step_by_step
    :name: toc-learn-step_by_step
 
 
-   intro_to_the_editor_interface
    scenes_and_nodes
    scenes_and_nodes
    instancing
    instancing
    instancing_continued
    instancing_continued

+ 0 - 184
getting_started/step_by_step/intro_to_the_editor_interface.rst

@@ -1,184 +0,0 @@
-.. _doc_intro_to_the_editor_interface:
-
-Introduction to Godot's editor
-==============================
-
-This tutorial will run you through Godot's interface. We're going to
-look at the **Project Manager, docks, workspaces** and everything you
-need to know to get started with the engine.
-
-You can `download Godot Engine here <https://godotengine.org/download/>`_.
-
-Project manager
----------------
-
-When you launch Godot, the first window you'll see is the Project
-Manager. Since you have no projects there will be a popup asking if you
-want to open the asset library, just click cancel, we'll look at it later.
-
-.. image:: img/project_manager_first_open.png
-
-Now you should see the project manager. It lets you create, remove, import
-or play game projects.
-
-.. image:: img/editor_ui_intro_project_manager_01.png
-
-In the top-right corner you'll find a drop-down menu to change the
-editor's language.
-
-.. image:: img/editor_ui_intro_project_manager_02.png
-
-From the **Templates** tab you can download open source project templates and
-demos from the Asset Library to help you get started faster. Just select the
-template or demo you want, click download, once it's finished downloading click
-install and choose where you want the project to go. You can learn more about
-it in :ref:`doc_what_is_assetlib`.
-
-.. image:: img/editor_ui_intro_project_manager_03.png
-
-Create or import a project
-~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-To create a new project, click the ``New Project`` button on the right. Here
-you give it a name, choose an empty folder on your computer to save it to,
-and choose a renderer.
-
-.. image:: img/editor_ui_intro_project_manager_04.png
-
-Click the Browse button to open Godot's file browser and pick a location
-or type the folder's path in the Project Path field.
-
-.. image:: img/editor_ui_intro_project_manager_05.png
-
-When you see the green tick on the right, it means the engine detects an
-empty folder. You can also click the ``Create Folder`` button next to your
-project name and an empty folder will be created with that name for the project.
-
-Finally, you need to choose which renderer to use (OpenGL ES 3.0 or OpenGL
-ES 2.0). The advantages and disadvantages of each are listed to help you choose,
-and you can refer to :ref:`doc_gles2_gles3_differences` for more details. Note
-that you can change the backend from the project settings if you change your mind
-later on. For this tutorial either backend is fine.
-
-Once you are done click ``Create & Edit``. Godot will create
-the project for you and open it in the editor.
-
-The next time you open the project manager, you'll see your new project in the
-list. Double click on it to open it in the editor.
-
-.. image:: img/editor_ui_intro_project_manager_06.png
-
-You can import existing projects in a similar way, using the Import
-button. Locate the folder that contains the project or the
-``project.godot`` file to import and edit it.
-
-.. image:: img/editor_ui_intro_project_manager_08.png
-
-When the folder path is correct, you'll see a green checkmark.
-
-.. image:: img/editor_ui_intro_project_manager_09.png
-
-Your first look at Godot's editor
----------------------------------
-
-Welcome to Godot! With your project open, you should see the editor's interface
-with menus along the top of the interface and docks along the far extremes of
-the interface on either side of the viewport.
-
-.. image:: img/editor_ui_intro_editor_interface_overview.png
-
-At the top, from left to right, you can see the **main menus**, the
-**workspaces**, and the **playtest buttons**.
-
-The **FileSystem dock** is where you'll manage your project files and assets.
-
-.. image:: img/editor_ui_intro_dock_filesystem.png
-
-The **Scene dock** lists the active scene's content and the **Inspector**
-allows for the management of the properties of a scene's content.
-
-.. image:: img/editor_ui_intro_dock_inspector.png
-
-In the center, you have the **Toolbar** at the top, where you'll find
-tools to move, scale or lock your scene's objects. It changes as you
-jump to different workspaces.
-
-.. image:: img/editor_ui_intro_editor_02_toolbar.png
-
-The **Bottom Panel** is the host for the debug console, the animation
-editor, the audio mixer… They are wide and can take precious space.
-That's why they're folded by default.
-
-.. image:: img/editor_ui_intro_editor_03_animation_player.png
-
-The workspaces
---------------
-
-You can see four workspace buttons at the top: 2D, 3D, Script and
-AssetLib.
-
-You'll use the **2D workspace** for all types of games. In addition to 2D games,
-the 2D workspace is where you'll build your interfaces. Press :kbd:`F1`
-(or :kbd:`Alt + 1` on macOS) to access it.
-
-.. image:: img/editor_ui_intro_editor_04_2d_workspace.png
-
-In the **3D workspace**, you can work with meshes, lights, and design
-levels for 3D games. Press :kbd:`F2` (or :kbd:`Alt + 2` on macOS) to access it.
-
-.. image:: img/editor_ui_intro_editor_05_3d_workspace.png
-
-Notice the perspective button under the toolbar, it opens a list of options
-related to the 3D viewport.
-
-.. image:: img/editor_ui_intro_editor_06_3d_workspace.png
-
-.. note:: Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**.
-
-The **Script** workspace is a complete code editor with a debugger, rich
-auto-completion, and built-in code reference. Press :kbd:`F3` (or :kbd:`Alt + 3` on macOS)
-to access it, and :kbd:`Shift + F1` to search the reference.
-
-.. image:: img/editor_ui_intro_editor_06_script_workspace_expanded.png
-
-To search for information about a class, method, property, constant, or signal
-in the engine while you are writing a script, press the "Search Help" button at
-the top right of the Script workspace.
-
-.. image:: img/editor_ui_intro_script_search_documentation.png
-
-A new window will pop up. Search for the item that you want to find information
-about.
-
-.. image:: img/editor_ui_intro_script_search_help_window.png
-
-Click on the item you are looking for and press open. The documentation for the
-item will be displayed in the script workspace.
-
-.. image:: img/editor_ui_intro_script_class_documentation.png
-
-Finally, the **AssetLib** is a library of free and open source add-ons, scripts
-and assets to use in your projects.
-
-Modify the interface
---------------------
-
-Godot's interface lives in a single window. You cannot split it across
-multiple screens although you can work with an external code editor like
-Atom or Visual Studio Code for instance.
-
-Move and resize docks
-~~~~~~~~~~~~~~~~~~~~~
-
-Click and drag on the edge of any dock or panel to resize it
-horizontally or vertically.
-
-.. image:: img/editor_ui_intro_editor_07.png
-
-Click the three-dotted icon at the top of any dock to change its
-location.
-
-.. image:: img/editor_ui_intro_editor_08.png
-
-Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look
-and feel of the editor.

+ 29 - 0
tutorials/editor/customizing_editor.rst

@@ -0,0 +1,29 @@
+.. _doc_customizing_editor:
+
+Customizing the interface
+=========================
+
+Godot's interface lives in a single window. You cannot split it across multiple
+screens although you can work with an external code editor like Atom or Visual
+Studio Code for instance.
+
+Moving and resizing docks
+~~~~~~~~~~~~~~~~~~~~~~~~~
+
+Click and drag on the edge of any dock or panel to resize it horizontally or
+vertically.
+
+.. image:: img/editor_ui_intro_editor_07.png
+
+Click the three-dotted icon at the top of any dock to change its location.
+
+.. image:: img/editor_ui_intro_editor_08.png
+
+Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and feel
+of the editor.
+
+.. This page lacks information about:
+
+    - Useful editor settings or sections of the settings window that are
+      relevant to customizing the interface.
+    - Layouts

+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 23 - 3
tutorials/editor/index.rst

@@ -2,14 +2,34 @@ Editor manual
 =============
 =============
 
 
 In this section, we cover the Godot editor in general, from its interface to
 In this section, we cover the Godot editor in general, from its interface to
-using it with the command line. We cover some specific editors' interface in
-other sections where appropriate. For example, the :ref:`animation editor
+using it with the command line.
+
+The editor's interface
+----------------------
+
+The following pages explain how to use the various windows, workspaces, and
+docks that make up the Godot editor. We cover some specific editors' interface
+in other sections where appropriate. For example, the :ref:`animation editor
 <doc_introduction_animation>`.
 <doc_introduction_animation>`.
 
 
+.. toctree::
+   :maxdepth: 1
+   :name: toc-editor-interface
+
+   project_manager
+   default_key_mapping
+   customizing_editor
+
+For developers
+--------------
+
+The articles below focus on features for developers, like calling Godot from the
+command lines and using an external text editor such as Visual Studio Code or
+Emacs.
+
 .. toctree::
 .. toctree::
    :maxdepth: 1
    :maxdepth: 1
    :name: toc-learn-editor
    :name: toc-learn-editor
 
 
    command_line_tutorial
    command_line_tutorial
    external_editor
    external_editor
-   default_key_mapping

+ 75 - 0
tutorials/editor/project_manager.rst

@@ -0,0 +1,75 @@
+.. _doc_project_manager:
+
+Using the Project manager
+=========================
+
+When you launch Godot, the first window you see is the Project Manager. It lets
+you create, remove, import, or play game projects.
+
+.. image:: img/editor_ui_intro_project_manager_01.png
+
+In the window's top-right corner, a drop-down menu allows you to change the
+editor's language.
+
+.. image:: img/editor_ui_intro_project_manager_02.png
+
+Creating and importing projects
+-------------------------------
+
+To create a new project:
+
+1. Click the ``New Project`` button on the right of the window.
+2. Give the project a name, choose an empty folder on your computer to save the
+   files, and select a rendering backend.
+3. Click the Create & Edit button.
+
+.. image:: img/editor_ui_intro_project_manager_04.png
+
+.. seealso:: For more information about rendering backends, see
+             :ref:`doc_gles2_gles3_differences`.
+
+Using the file browser
+~~~~~~~~~~~~~~~~~~~~~~
+
+Click the Browse button to open Godot's file browser and pick a location or type
+the folder's path in the Project Path field.
+
+.. image:: img/editor_ui_intro_project_manager_05.png
+
+When you see the green tick on the right, it means the engine detects an empty
+folder. You can also click the ``Create Folder`` button to create an empty
+folder based on your project's name.
+
+Opening and importing projects
+------------------------------
+
+The next time you open the project manager, you'll see your new project in the
+list. Double click on it to open it in the editor.
+
+.. image:: img/editor_ui_intro_project_manager_06.png
+
+You can similarly import existing projects using the Import button. Locate the
+folder that contains the project or the ``project.godot`` file to import and
+edit it.
+
+.. image:: img/editor_ui_intro_project_manager_08.png
+
+When the folder path is correct, you'll see a green checkmark.
+
+.. image:: img/editor_ui_intro_project_manager_09.png
+
+Downloading demos and templates
+-------------------------------
+
+From the **Templates** tab you can download open source project templates and
+demos from the :ref:`Asset Library <doc_what_is_assetlib>` to help you get
+started faster.
+
+To download a demo or template:
+
+1. Click on its title.
+2. On the page that opens, click the download button.
+3. Once it finished downloading, click install and choose where you want to save
+   the project.
+
+.. image:: img/editor_ui_intro_project_manager_03.png