Browse Source

Merge pull request #6826 from YuriSizov/web-improve-naming-navigation

Improve naming and organization of some manual articles
Yuri Sizov 2 years ago
parent
commit
6fae64fce7
64 changed files with 99 additions and 40 deletions
  1. 9 0
      _tools/redirects/redirects.csv
  2. 1 1
      index.rst
  3. 28 4
      tutorials/2d/index.rst
  4. 2 2
      tutorials/2d/particle_systems_2d.rst
  5. 2 2
      tutorials/3d/environment_and_post_processing.rst
  6. 0 0
      tutorials/3d/global_illumination/faking_global_illumination.rst
  7. 0 0
      tutorials/3d/global_illumination/img/faking_global_illumination_comparison.webp
  8. 0 0
      tutorials/3d/global_illumination/img/gi_lightmap_gi_direct_and_indirect.webp
  9. 0 0
      tutorials/3d/global_illumination/img/gi_lightmap_gi_indirect_only.webp
  10. 0 0
      tutorials/3d/global_illumination/img/gi_lightmap_gi_indirect_only_reflection_probe.webp
  11. 0 0
      tutorials/3d/global_illumination/img/gi_none.webp
  12. 0 0
      tutorials/3d/global_illumination/img/gi_none_reflection_probe.webp
  13. 0 0
      tutorials/3d/global_illumination/img/gi_sdfgi.webp
  14. 0 0
      tutorials/3d/global_illumination/img/gi_ssil_only.webp
  15. 0 0
      tutorials/3d/global_illumination/img/gi_voxel_gi.webp
  16. 0 0
      tutorials/3d/global_illumination/img/global_illumination_example.webp
  17. 0 0
      tutorials/3d/global_illumination/img/lightmap_gi_bake.png
  18. 0 0
      tutorials/3d/global_illumination/img/lightmap_gi_bake_mode.png
  19. 0 0
      tutorials/3d/global_illumination/img/lightmap_gi_blender.png
  20. 0 0
      tutorials/3d/global_illumination/img/lightmap_gi_bounds.png
  21. 0 0
      tutorials/3d/global_illumination/img/lightmap_gi_capture.png
  22. 0 0
      tutorials/3d/global_illumination/img/lightmap_gi_comparison.png
  23. 0 0
      tutorials/3d/global_illumination/img/lightmap_gi_import.webp
  24. 0 0
      tutorials/3d/global_illumination/img/lightmap_gi_lmsize.png
  25. 0 0
      tutorials/3d/global_illumination/img/lightmap_gi_mesh_import_meshes.webp
  26. 0 0
      tutorials/3d/global_illumination/img/lightmap_gi_mesh_menu.png
  27. 0 0
      tutorials/3d/global_illumination/img/lightmap_gi_omnilight_size.png
  28. 0 0
      tutorials/3d/global_illumination/img/lightmap_gi_scene.png
  29. 0 0
      tutorials/3d/global_illumination/img/lightmap_gi_use.png
  30. 0 0
      tutorials/3d/global_illumination/img/lightmap_gi_uvchannel.png
  31. 0 0
      tutorials/3d/global_illumination/img/reflection_probes_reflection_probe.webp
  32. 0 0
      tutorials/3d/global_illumination/img/reflection_probes_reflection_probe_ssr.webp
  33. 0 0
      tutorials/3d/global_illumination/img/reflection_probes_ssr.webp
  34. 0 0
      tutorials/3d/global_illumination/img/score_average.webp
  35. 0 0
      tutorials/3d/global_illumination/img/score_bad.webp
  36. 0 0
      tutorials/3d/global_illumination/img/score_good.webp
  37. 15 0
      tutorials/3d/global_illumination/index.rst
  38. 4 4
      tutorials/3d/global_illumination/introduction_to_global_illumination.rst
  39. 1 1
      tutorials/3d/global_illumination/reflection_probes.rst
  40. 1 1
      tutorials/3d/global_illumination/using_lightmap_gi.rst
  41. 1 1
      tutorials/3d/global_illumination/using_sdfgi.rst
  42. 0 0
      tutorials/3d/global_illumination/using_voxel_gi.rst
  43. BIN
      tutorials/3d/img/giprobe_bake.png
  44. BIN
      tutorials/3d/img/giprobe_bake_property.png
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      tutorials/3d/img/giprobe_indirect.png
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      tutorials/3d/img/giprobe_indirect_energy_result.png
  47. BIN
      tutorials/3d/img/giprobe_interior.png
  48. BIN
      tutorials/3d/img/giprobe_interior_setting.png
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      tutorials/3d/img/giprobe_light_indirect.png
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      tutorials/3d/img/giprobe_quality.png
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      tutorials/3d/img/giprobe_ref_blending.png
  52. BIN
      tutorials/3d/img/giprobe_tweaking.png
  53. BIN
      tutorials/3d/img/giprobe_voxel_reflections.png
  54. BIN
      tutorials/3d/img/giprobe_wrap.png
  55. 28 17
      tutorials/3d/index.rst
  56. 1 1
      tutorials/3d/standard_material_3d.rst
  57. 2 2
      tutorials/inputs/index.rst
  58. 2 2
      tutorials/io/index.rst
  59. 1 1
      tutorials/platform/index.rst
  60. 0 0
      tutorials/platform/web/customizing_html5_shell.rst
  61. 0 0
      tutorials/platform/web/html5_shell_classref.rst
  62. 0 0
      tutorials/platform/web/img/html5_export_options.png
  63. 0 0
      tutorials/platform/web/index.rst
  64. 1 1
      tutorials/ui/index.rst

+ 9 - 0
_tools/redirects/redirects.csv

@@ -324,7 +324,13 @@ source,destination
 /reference/shading_language.html,/learning/features/shading/shading_language.html
 /reference/unity_to_godot.html,/learning/editor/unity_to_godot.html
 /reference/variant_class.html,/development/cpp/variant_class.html
+/tutorials/3d/introduction_to_global_illumination.html,/tutorials/3d/global_illumination/introduction_to_global_illumination.html
+/tutorials/3d/faking_global_illumination.html,/tutorials/3d/global_illumination/faking_global_illumination.html
 /tutorials/3d/inverse_kinematics.html,/community/tutorials/3d/inverse_kinematics.html
+/tutorials/3d/reflection_probes.html,/tutorials/3d/global_illumination/reflection_probes.html
+/tutorials/3d/sdfgi.html,/tutorials/3d/global_illumination/using_sdfgi.html
+/tutorials/3d/using_lightmap_gi.html,/tutorials/3d/global_illumination/using_lightmap_gi.html
+/tutorials/3d/using_voxel_gi.html,/tutorials/3d/global_illumination/using_voxel_gi.html
 /tutorials/3d/vertex_animation/animating_thousands_of_fish.html,/tutorials/performance/vertex_animation/animating_thousands_of_fish.html
 /tutorials/3d/vertex_animation/controlling_thousands_of_fish.html,/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html
 /tutorials/3d/vertex_animation/index.html,/tutorials/performance/vertex_animation/index.html
@@ -375,6 +381,9 @@ source,destination
 /tutorials/optimization/using_multimesh.html,/tutorials/performance/using_multimesh.html
 /tutorials/optimization/using_servers.html,/tutorials/performance/using_servers.html
 /tutorials/platform/android_in_app_purchases.html,/tutorials/platform/android/android_in_app_purchases.html
+/tutorials/platform/customizing_html5_shell.html,/tutorials/platform/web/customizing_html5_shell.html
+/tutorials/platform/html5_shell_classref.html,/tutorials/platform/web/html5_shell_classref.html
+/tutorials/platform/platform_html5.html,/tutorials/platform/web/index.html
 /tutorials/plugins/android/android_plugin.html,/tutorials/platform/android/android_plugin.html
 /tutorials/plugins/android/index.html,/tutorials/platform/android/index.html
 /tutorials/plugins/gdnative/gdnative-c-example.html,/tutorials/scripting/gdnative/gdnative_c_example.html

+ 1 - 1
index.rst

@@ -114,9 +114,9 @@ the top-level ``index.html`` in a web browser.
    tutorials/assets_pipeline/index
    tutorials/audio/index
    tutorials/export/index
+   tutorials/io/index
    tutorials/i18n/index
    tutorials/inputs/index
-   tutorials/io/index
    tutorials/math/index
    tutorials/navigation/index
    tutorials/networking/index

+ 28 - 4
tutorials/2d/index.rst

@@ -7,11 +7,35 @@
 
    canvas_layers
    2d_transforms
-   using_tilemaps
-   particle_systems_2d
-   2d_movement
+
+Rendering
+---------
+
+.. toctree::
+   :maxdepth: 1
+   :name: toc-learn-features-2d-rendering
+
    2d_lights_and_shadows
    2d_meshes
-   custom_drawing_in_2d
    2d_sprite_animation
+   particle_systems_2d
    2d_antialiasing
+   custom_drawing_in_2d
+
+Physics and movement
+--------------------
+
+.. toctree::
+   :maxdepth: 1
+   :name: toc-learn-features-2d-physics
+
+   2d_movement
+
+Tools
+-----
+
+.. toctree::
+   :maxdepth: 1
+   :name: toc-learn-features-2d-tools
+
+   using_tilemaps

+ 2 - 2
tutorials/2d/particle_systems_2d.rst

@@ -2,8 +2,8 @@
 
 .. _doc_particle_systems_2d:
 
-Particle systems (2D)
-=====================
+2D particle systems
+===================
 
 Intro
 -----

+ 2 - 2
tutorials/3d/environment_and_post_processing.rst

@@ -243,7 +243,7 @@ In general, you should only rely on ambient light alone for simple scenes or
 large exteriors. You may also do so to boost performance. Ambient light is fast
 to render, but it doesn't provide the best lighting quality. It's better to
 generate ambient light from :ref:`ReflectionProbe <doc_reflection_probes>`,
-:ref:`VoxelGI <doc_using_voxel_gi>` or :ref:`SDFGI <doc_sdfgi>`, as these
+:ref:`VoxelGI <doc_using_voxel_gi>` or :ref:`SDFGI <doc_using_sdfgi>`, as these
 will simulate how indirect light propagates more accurately. Below is a comparison,
 in terms of quality, between using a flat ambient color and a VoxelGI:
 
@@ -528,7 +528,7 @@ illumination for off-screen elements (unlike :abbr:`Screen-Space Indirect Lighti
 
 .. seealso::
 
-    See :ref:`doc_sdfgi` for instructions on setting up this global
+    See :ref:`doc_using_sdfgi` for instructions on setting up this global
     illumination technique.
 
 .. image:: img/environment_sdfgi.webp

+ 0 - 0
tutorials/3d/faking_global_illumination.rst → tutorials/3d/global_illumination/faking_global_illumination.rst


+ 0 - 0
tutorials/3d/img/faking_global_illumination_comparison.webp → tutorials/3d/global_illumination/img/faking_global_illumination_comparison.webp


+ 0 - 0
tutorials/3d/img/gi_lightmap_gi_direct_and_indirect.webp → tutorials/3d/global_illumination/img/gi_lightmap_gi_direct_and_indirect.webp


+ 0 - 0
tutorials/3d/img/gi_lightmap_gi_indirect_only.webp → tutorials/3d/global_illumination/img/gi_lightmap_gi_indirect_only.webp


+ 0 - 0
tutorials/3d/img/gi_lightmap_gi_indirect_only_reflection_probe.webp → tutorials/3d/global_illumination/img/gi_lightmap_gi_indirect_only_reflection_probe.webp


+ 0 - 0
tutorials/3d/img/gi_none.webp → tutorials/3d/global_illumination/img/gi_none.webp


+ 0 - 0
tutorials/3d/img/gi_none_reflection_probe.webp → tutorials/3d/global_illumination/img/gi_none_reflection_probe.webp


+ 0 - 0
tutorials/3d/img/gi_sdfgi.webp → tutorials/3d/global_illumination/img/gi_sdfgi.webp


+ 0 - 0
tutorials/3d/img/gi_ssil_only.webp → tutorials/3d/global_illumination/img/gi_ssil_only.webp


+ 0 - 0
tutorials/3d/img/gi_voxel_gi.webp → tutorials/3d/global_illumination/img/gi_voxel_gi.webp


+ 0 - 0
tutorials/3d/img/global_illumination_example.webp → tutorials/3d/global_illumination/img/global_illumination_example.webp


+ 0 - 0
tutorials/3d/img/lightmap_gi_bake.png → tutorials/3d/global_illumination/img/lightmap_gi_bake.png


+ 0 - 0
tutorials/3d/img/lightmap_gi_bake_mode.png → tutorials/3d/global_illumination/img/lightmap_gi_bake_mode.png


+ 0 - 0
tutorials/3d/img/lightmap_gi_blender.png → tutorials/3d/global_illumination/img/lightmap_gi_blender.png


+ 0 - 0
tutorials/3d/img/lightmap_gi_bounds.png → tutorials/3d/global_illumination/img/lightmap_gi_bounds.png


+ 0 - 0
tutorials/3d/img/lightmap_gi_capture.png → tutorials/3d/global_illumination/img/lightmap_gi_capture.png


+ 0 - 0
tutorials/3d/img/lightmap_gi_comparison.png → tutorials/3d/global_illumination/img/lightmap_gi_comparison.png


+ 0 - 0
tutorials/3d/img/lightmap_gi_import.webp → tutorials/3d/global_illumination/img/lightmap_gi_import.webp


+ 0 - 0
tutorials/3d/img/lightmap_gi_lmsize.png → tutorials/3d/global_illumination/img/lightmap_gi_lmsize.png


+ 0 - 0
tutorials/3d/img/lightmap_gi_mesh_import_meshes.webp → tutorials/3d/global_illumination/img/lightmap_gi_mesh_import_meshes.webp


+ 0 - 0
tutorials/3d/img/lightmap_gi_mesh_menu.png → tutorials/3d/global_illumination/img/lightmap_gi_mesh_menu.png


+ 0 - 0
tutorials/3d/img/lightmap_gi_omnilight_size.png → tutorials/3d/global_illumination/img/lightmap_gi_omnilight_size.png


+ 0 - 0
tutorials/3d/img/lightmap_gi_scene.png → tutorials/3d/global_illumination/img/lightmap_gi_scene.png


+ 0 - 0
tutorials/3d/img/lightmap_gi_use.png → tutorials/3d/global_illumination/img/lightmap_gi_use.png


+ 0 - 0
tutorials/3d/img/lightmap_gi_uvchannel.png → tutorials/3d/global_illumination/img/lightmap_gi_uvchannel.png


+ 0 - 0
tutorials/3d/img/reflection_probes_reflection_probe.webp → tutorials/3d/global_illumination/img/reflection_probes_reflection_probe.webp


+ 0 - 0
tutorials/3d/img/reflection_probes_reflection_probe_ssr.webp → tutorials/3d/global_illumination/img/reflection_probes_reflection_probe_ssr.webp


+ 0 - 0
tutorials/3d/img/reflection_probes_ssr.webp → tutorials/3d/global_illumination/img/reflection_probes_ssr.webp


+ 0 - 0
tutorials/3d/img/average.webp → tutorials/3d/global_illumination/img/score_average.webp


+ 0 - 0
tutorials/3d/img/bad.webp → tutorials/3d/global_illumination/img/score_bad.webp


+ 0 - 0
tutorials/3d/img/good.webp → tutorials/3d/global_illumination/img/score_good.webp


+ 15 - 0
tutorials/3d/global_illumination/index.rst

@@ -0,0 +1,15 @@
+.. _doc_global_illumination:
+
+Global illumination
+-------------------
+
+.. toctree::
+   :maxdepth: 1
+   :name: toc-learn-features-3d-global-illumination
+
+   introduction_to_global_illumination
+   using_voxel_gi
+   using_sdfgi
+   using_lightmap_gi
+   reflection_probes
+   faking_global_illumination

+ 4 - 4
tutorials/3d/introduction_to_global_illumination.rst → tutorials/3d/global_illumination/introduction_to_global_illumination.rst

@@ -317,18 +317,18 @@ User work needed
 
 - **ReflectionProbe:** Placed manually by the user.
 
-.. |good| image:: img/good.webp
+.. |good| image:: img/score_good.webp
 
-.. |average| image:: img/average.webp
+.. |average| image:: img/score_average.webp
 
-.. |bad| image:: img/bad.webp
+.. |bad| image:: img/score_bad.webp
 
 Summary
 ^^^^^^^
 
 If you are unsure about which GI technique to use:
 
-- For desktop games, it's a good idea to start with :ref:`SDFGI <doc_sdfgi>`
+- For desktop games, it's a good idea to start with :ref:`SDFGI <doc_using_sdfgi>`
   first as it requires the least amount of setup. Move to other GI techniques
   later if needed. To improve performance on low-end GPUs and integrated
   graphics, consider adding an option to disable SDFGI or :ref:`VoxelGI

+ 1 - 1
tutorials/3d/reflection_probes.rst → tutorials/3d/global_illumination/reflection_probes.rst

@@ -7,7 +7,7 @@ As stated in the :ref:`doc_standard_material_3d`, objects can show reflected and
 diffuse light. Reflection probes are used as a source of reflected *and* ambient
 light for objects inside their area of influence. They can be used to provide
 more accurate reflections than :ref:`VoxelGI <doc_using_voxel_gi>` and
-:ref:`SDFGI <doc_sdfgi>` while being fairly cheap on system resources.
+:ref:`SDFGI <doc_using_sdfgi>` while being fairly cheap on system resources.
 
 Since reflection probes can also store ambient light, they can be used as a
 low-end alternative to VoxelGI and SDFGI when :ref:`baked lightmaps

+ 1 - 1
tutorials/3d/using_lightmap_gi.rst → tutorials/3d/global_illumination/using_lightmap_gi.rst

@@ -5,7 +5,7 @@ Using Lightmap global illumination
 
 Baked lightmaps are a workflow for adding indirect (or fully baked)
 lighting to a scene. Unlike the :ref:`VoxelGI <doc_using_voxel_gi>` and
-:ref:`SDFGI <doc_sdfgi>` approaches, baked lightmaps work fine on low-end PCs
+:ref:`SDFGI <doc_using_sdfgi>` approaches, baked lightmaps work fine on low-end PCs
 and mobile devices, as they consume almost no resources at run-time. Also unlike
 VoxelGI and SDFGI, baked lightmaps can optionally be used to store direct
 lighting, which provides even further performance gains.

+ 1 - 1
tutorials/3d/sdfgi.rst → tutorials/3d/global_illumination/using_sdfgi.rst

@@ -1,4 +1,4 @@
-.. _doc_sdfgi:
+.. _doc_using_sdfgi:
 
 Signed distance field global illumination (SDFGI)
 =================================================

+ 0 - 0
tutorials/3d/using_voxel_gi.rst → tutorials/3d/global_illumination/using_voxel_gi.rst


BIN
tutorials/3d/img/giprobe_bake.png


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tutorials/3d/img/giprobe_bake_property.png


BIN
tutorials/3d/img/giprobe_indirect.png


BIN
tutorials/3d/img/giprobe_indirect_energy_result.png


BIN
tutorials/3d/img/giprobe_interior.png


BIN
tutorials/3d/img/giprobe_interior_setting.png


BIN
tutorials/3d/img/giprobe_light_indirect.png


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tutorials/3d/img/giprobe_quality.png


BIN
tutorials/3d/img/giprobe_ref_blending.png


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tutorials/3d/img/giprobe_tweaking.png


BIN
tutorials/3d/img/giprobe_voxel_reflections.png


BIN
tutorials/3d/img/giprobe_wrap.png


+ 28 - 17
tutorials/3d/index.rst

@@ -7,35 +7,46 @@
 
    introduction_to_3d
    using_transforms
+   procedural_geometry/index
+   3d_text
+
+Rendering
+---------
+
+.. toctree::
+   :maxdepth: 1
+   :name: toc-learn-features-3d-rendering
+
    3d_rendering_limitations
    standard_material_3d
    lights_and_shadows
    physical_light_and_camera_units
+   high_dynamic_range
+   global_illumination/index
    environment_and_post_processing
-   3d_antialiasing
-   resolution_scaling
    volumetric_fog
-   high_dynamic_range
-   using_gridmaps
+   3d_antialiasing
+
+Optimization
+------------
+
+.. toctree::
+   :maxdepth: 1
+   :name: toc-learn-features-3d-optimization
+
    using_multi_mesh_instance
-   csg_tools
-   procedural_geometry/index
-   3d_text
    mesh_lod
    visibility_ranges
    occlusion_culling
+   resolution_scaling
    variable_rate_shading
 
-Global illumination
--------------------
+Tools
+-----
 
 .. toctree::
    :maxdepth: 1
-   :name: toc-learn-features-3d-global-illumination
-
-   introduction_to_global_illumination
-   using_voxel_gi
-   sdfgi
-   using_lightmap_gi
-   reflection_probes
-   faking_global_illumination
+   :name: toc-learn-features-3d-tools
+
+   csg_tools
+   using_gridmaps

+ 1 - 1
tutorials/3d/standard_material_3d.rst

@@ -268,7 +268,7 @@ Emission
 
 *Emission* specifies how much light is emitted by the material (keep in mind this
 does not include light surrounding geometry unless :ref:`VoxelGI <doc_using_voxel_gi>`
-or :ref:`SDFGI <doc_sdfgi>` are used). This value is added to the resulting
+or :ref:`SDFGI <doc_using_sdfgi>` are used). This value is added to the resulting
 final image and is not affected by other lighting in the scene.
 
 .. image:: img/spatial_material15.png

+ 2 - 2
tutorials/inputs/index.rst

@@ -1,5 +1,5 @@
-Inputs
-======
+Input handling
+==============
 
 .. toctree::
    :maxdepth: 1

+ 2 - 2
tutorials/io/index.rst

@@ -1,5 +1,5 @@
-Input and Output (I/O)
-======================
+File and data I/O
+=================
 
 .. toctree::
     :maxdepth: 1

+ 1 - 1
tutorials/platform/index.rst

@@ -9,5 +9,5 @@ Platform-specific
 
    android/index
    ios/index
-   platform_html5
+   web/index
    consoles

+ 0 - 0
tutorials/platform/customizing_html5_shell.rst → tutorials/platform/web/customizing_html5_shell.rst


+ 0 - 0
tutorials/platform/html5_shell_classref.rst → tutorials/platform/web/html5_shell_classref.rst


+ 0 - 0
tutorials/platform/img/html5_export_options.png → tutorials/platform/web/img/html5_export_options.png


+ 0 - 0
tutorials/platform/platform_html5.rst → tutorials/platform/web/index.rst


+ 1 - 1
tutorials/ui/index.rst

@@ -1,6 +1,6 @@
 .. _doc_user_interface:
 
-User Interface (UI)
+User interface (UI)
 ===================
 
 In this section of the tutorial we explain the basics of creating a graphical