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Merge pull request #6448 from skyace65/KeyConcepts

Update and fix some images for key concepts page
Max Hilbrunner 2 vuotta sitten
vanhempi
commit
346c4d5c5b

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getting_started/introduction/img/key_concepts_scene_tree.png


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getting_started/introduction/img/key_concepts_scene_tree.webp


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getting_started/introduction/img/key_concepts_signals.png


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getting_started/introduction/img/key_concepts_signals.webp


+ 3 - 3
getting_started/introduction/key_concepts_overview.rst

@@ -54,7 +54,7 @@ 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
+.. image:: img/key_concepts_node_menu.webp
 
 The scene tree
 --------------
@@ -64,7 +64,7 @@ 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
+.. image:: img/key_concepts_scene_tree.webp
 
 Signals
 -------
@@ -73,7 +73,7 @@ Nodes emit signals when some event occurs. 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
+.. image:: img/key_concepts_signals.webp
 
 .. note:: Signals are Godot's version of the *observer* pattern. You can read
           more about it here:

+ 1 - 1
getting_started/introduction/learning_new_features.rst

@@ -116,7 +116,7 @@ information:
    the code you write affects nodes in your scenes. As a result, you should
    think of those scenes as part of your source code.
 
-   .. image:: img/key_concepts_scene_tree.png
+   .. image:: img/key_concepts_scene_tree.webp
 
    Also, please don't take a picture with your phone, the low quality and screen
    reflections can make it hard to understand the image. Your operating system