github-actions[bot] преди 21 часа
родител
ревизия
5cc08b473f
променени са 41 файла, в които са добавени 1229 реда и са изтрити 73 реда
  1. BIN
      html/master/_images/box_selection.png
  2. BIN
      html/master/_images/editor_overview.png
  3. 151 0
      html/master/_images/editor_overview.svg
  4. BIN
      html/master/_images/grid_size_dialog.png
  5. BIN
      html/master/_images/import_dialog.png
  6. 45 0
      html/master/_images/import_dialog.svg
  7. BIN
      html/master/_images/import_dialog_select_resource_type.png
  8. 48 0
      html/master/_images/import_dialog_select_resource_type.svg
  9. BIN
      html/master/_images/import_fbx_select_skeleton.png
  10. 44 0
      html/master/_images/import_fbx_select_skeleton.svg
  11. BIN
      html/master/_images/import_fbx_unchecked_animations.png
  12. 47 0
      html/master/_images/import_fbx_unchecked_animations.svg
  13. 55 0
      html/master/_images/local_world_axis.svg
  14. BIN
      html/master/_images/move_rotate_scale.png
  15. BIN
      html/master/_images/project_browser_import_clips_unit_and_skeleton.png
  16. 47 0
      html/master/_images/project_browser_import_clips_unit_and_skeleton.svg
  17. BIN
      html/master/_images/project_browser_imported_clips.png
  18. 44 0
      html/master/_images/project_browser_imported_clips.svg
  19. 55 0
      html/master/_images/relative_absolute_snap.svg
  20. BIN
      html/master/_images/selected_cube.png
  21. BIN
      html/master/_images/selected_sphere_occluded.png
  22. 56 0
      html/master/_images/toolbar_snap_to_grid.svg
  23. 1 0
      html/master/_sources/changelog.rst.txt
  24. 2 2
      html/master/_sources/importing_resources/importing_resources.rst.txt
  25. 7 6
      html/master/_sources/importing_resources/importing_scenes.rst.txt
  26. 4 1
      html/master/_sources/level_editor/index.rst.txt
  27. 16 13
      html/master/_sources/level_editor/level_editor.rst.txt
  28. 200 0
      html/master/_sources/level_editor/level_viewport.rst.txt
  29. 3 2
      html/master/changelog.html
  30. 2 2
      html/master/getting_started/basic_concepts.html
  31. 3 3
      html/master/getting_started/for_the_impatient.html
  32. 4 6
      html/master/importing_resources/importing_resources.html
  33. 9 12
      html/master/importing_resources/importing_scenes.html
  34. 2 2
      html/master/importing_resources/index.html
  35. 2 1
      html/master/index.html
  36. 21 7
      html/master/level_editor/index.html
  37. 26 16
      html/master/level_editor/level_editor.html
  38. 335 0
      html/master/level_editor/level_viewport.html
  39. BIN
      html/master/objects.inv
  40. 0 0
      html/master/searchindex.js
  41. 0 0
      html/master/sitemap.xml

BIN
html/master/_images/box_selection.png


BIN
html/master/_images/editor_overview.png


Файловите разлики са ограничени, защото са твърде много
+ 151 - 0
html/master/_images/editor_overview.svg


BIN
html/master/_images/grid_size_dialog.png


BIN
html/master/_images/import_dialog.png


Файловите разлики са ограничени, защото са твърде много
+ 45 - 0
html/master/_images/import_dialog.svg


BIN
html/master/_images/import_dialog_select_resource_type.png


Файловите разлики са ограничени, защото са твърде много
+ 48 - 0
html/master/_images/import_dialog_select_resource_type.svg


BIN
html/master/_images/import_fbx_select_skeleton.png


Файловите разлики са ограничени, защото са твърде много
+ 44 - 0
html/master/_images/import_fbx_select_skeleton.svg


BIN
html/master/_images/import_fbx_unchecked_animations.png


Файловите разлики са ограничени, защото са твърде много
+ 47 - 0
html/master/_images/import_fbx_unchecked_animations.svg


+ 55 - 0
html/master/_images/local_world_axis.svg

@@ -0,0 +1,55 @@
+<?xml version="1.0" encoding="UTF-8" standalone="no"?>
+<!-- Created with Inkscape (http://www.inkscape.org/) -->
+
+<svg
+   version="1.1"
+   id="svg1"
+   width="54"
+   height="140"
+   viewBox="0 0 54 140"
+   sodipodi:docname="local_world_axis.svg"
+   inkscape:version="1.4.3 (0d15f75042, 2025-12-25)"
+   xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
+   xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
+   xmlns:xlink="http://www.w3.org/1999/xlink"
+   xmlns="http://www.w3.org/2000/svg"
+   xmlns:svg="http://www.w3.org/2000/svg">
+  <defs
+     id="defs1" />
+  <sodipodi:namedview
+     id="namedview1"
+     pagecolor="#ffffff"
+     bordercolor="#000000"
+     borderopacity="0.25"
+     inkscape:showpageshadow="2"
+     inkscape:pageopacity="0.0"
+     inkscape:pagecheckerboard="0"
+     inkscape:deskcolor="#d1d1d1"
+     inkscape:zoom="5.8184787"
+     inkscape:cx="15.639827"
+     inkscape:cy="72.183817"
+     inkscape:window-width="2560"
+     inkscape:window-height="1368"
+     inkscape:window-x="0"
+     inkscape:window-y="0"
+     inkscape:window-maximized="1"
+     inkscape:current-layer="g1" />
+  <g
+     inkscape:groupmode="layer"
+     inkscape:label="Image"
+     id="g1">
+    <image
+       width="54"
+       height="140"
+       preserveAspectRatio="none"
+       xlink:href="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADYAAACMCAYAAAA3FFrOAAAAAXNSR0IB2cksfwAAAARnQU1BAACx&#10;jwv8YQUAAAAgY0hSTQAAeiYAAICEAAD6AAAAgOgAAHUwAADqYAAAOpgAABdwnLpRPAAABJRJREFU&#10;eNrtnD9MG1ccgD+fsYlPgBpaJbKIlEZCSNgGWwXWwNIAW5Zkid0hDKRj10pBmaIMHZpMzpB2wKkC&#10;HWjoEJGpUqVCKqdGxrhCgqWBGiElITZcyh9zHVBcU7AbuLPP7/q+yb73fPf7/Hv37u75+Tl6enp0&#10;bIhidQBSTIpJMTGRYqIhxURDiomGFBMNKSYahsWCwU7C4WtWe5gv1tHRQSQSttrDfLFaRYqJhhQT&#10;DSkmGlJMNKSYaNhWrM7oDjo7OwGYmnpyZHl//6AlYrbNmBQTDSkmGoZ7xf+iVG9ZjtHRGLHYQ2vF&#10;Zmamy5Ynk8lj73Nubs5oWDjkrAHBkGKiIcVEQ4qJhhQTjbK3VNlsFk3T2NvbszrOAyiKgqqqNDU1&#10;HV8sm82yubmJoig4nU6rXQ6xsbEBUFKuZFPUNA1Fqd2W6nQ60TStZHnJyGut+R03xtpNiUGkmGhI&#10;MdGQYqXo7u7ixo1hqz0qIdZtT7FaxbZidbr+z7Ciw+GwOh7TsG/GKn2Ach1LPB4nHn9eGbFKN79y&#10;YtEoFROzbVOUYqIhxUTDtmIVv46FQp9YImbbjEkx0ZBiomFarzg7+5tpQUWj94lG71srFo/HiUZN&#10;cyrs0ygmiD2v2KOHEWx7jkkx0ZBiovH/E6vlH9bfJ8aSJaqqks/nrY69JPl8HlVVS5aXvEC/mz9R&#10;qxNYGhoaTjaB5Z1cuQ/XMrV/IkkxKSY2Ukw0pJhoSDHRkGKiIcVEQ4qJhik/Sny4tcVgJoP/zRsa&#10;d3Z4WV9PvLmZp14vWxaNnRj+V217Nsvw4iL1R4yPrKgqd9vayLlcVRcz9HV+tLVVUgqgRdP4YmGB&#10;xp0dscQGMpmC1OqpU3zV3s6XwSA/nzlTqON9+5YrL15UfS6kITH/+nrh9eiFCyw1NPDa7ea78+d5&#10;6vUC8IeqMjs4yL17X9Pc3Fw1MUOdR+PubuH1K7f7QNnEuXO8drnI9fYycuc2Ho+HS5c+5dGjsaqI&#10;GcpYscxAJnOo/KezZ/H1dOPxeJic/JGxsfGqSAE4W1pabp30w027u7TmcgB8vLlJna6z8K9xyGQy&#10;ydLSEhMTP1A8/7jSGMrYlNfLStEw80AmQ9/a2qF609MzVZUyLPaXonC3rY0/PR4AllWV3MWLNbGm&#10;qaGmCLDtdJI4fZoPtrf55fJlbt65TVdXF4uLiywvrxyqHwgE6OvrZX4+Xdh29eoVHA6FtSOyfVJM&#10;ud/JuVx829rKZ58P4/F4ePx4kmfPfj2ybigUZGjo+oFtQ0PXCYWCpkmBiRNYdF1nZOQWAwP9jI2N&#10;V/2cqpgYwPr6+pHXqUAggM/XDoDf7wf2m18xfr+/sC2d/p1UKmUolqosLROJhI/VocRiDxkdjdW+&#10;WDHh8DUikfCBNeGmpp6YsrJRMbZ90LStmG3PsYrP4gZIpVKMj38PgM/nIxDwF97Dfg+ZSs2TTqcL&#10;9Y1SFbFEYpZEYhbY7zwCAT8PHnxzQCyRSMjO430wfK947AM6nbx8+aqQQQC3200ymWR1ddW048i1&#10;30RDiomGLcV0XbenGNg0Yw6Hw55iYNOM2Vrsb4I/WE/W+cdLAAAAAElFTkSuQmCC&#10;"
+       id="image1" />
+    <rect
+       style="fill:none;stroke:#ff0000;stroke-width:4;paint-order:stroke fill markers"
+       id="rect1"
+       width="48.466278"
+       height="90.401634"
+       x="2.7498598"
+       y="2.921726" />
+  </g>
+</svg>

BIN
html/master/_images/move_rotate_scale.png


BIN
html/master/_images/project_browser_import_clips_unit_and_skeleton.png


Файловите разлики са ограничени, защото са твърде много
+ 47 - 0
html/master/_images/project_browser_import_clips_unit_and_skeleton.svg


BIN
html/master/_images/project_browser_imported_clips.png


Файловите разлики са ограничени, защото са твърде много
+ 44 - 0
html/master/_images/project_browser_imported_clips.svg


+ 55 - 0
html/master/_images/relative_absolute_snap.svg

@@ -0,0 +1,55 @@
+<?xml version="1.0" encoding="UTF-8" standalone="no"?>
+<!-- Created with Inkscape (http://www.inkscape.org/) -->
+
+<svg
+   version="1.1"
+   id="svg1"
+   width="53"
+   height="145"
+   viewBox="0 0 53 145"
+   sodipodi:docname="relative_absolute_snap.svg"
+   inkscape:version="1.4.3 (0d15f75042, 2025-12-25)"
+   xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
+   xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
+   xmlns:xlink="http://www.w3.org/1999/xlink"
+   xmlns="http://www.w3.org/2000/svg"
+   xmlns:svg="http://www.w3.org/2000/svg">
+  <defs
+     id="defs1" />
+  <sodipodi:namedview
+     id="namedview1"
+     pagecolor="#ffffff"
+     bordercolor="#000000"
+     borderopacity="0.25"
+     inkscape:showpageshadow="2"
+     inkscape:pageopacity="0.0"
+     inkscape:pagecheckerboard="0"
+     inkscape:deskcolor="#d1d1d1"
+     inkscape:zoom="3.9724138"
+     inkscape:cx="1.0069444"
+     inkscape:cy="83.576389"
+     inkscape:window-width="2560"
+     inkscape:window-height="1368"
+     inkscape:window-x="0"
+     inkscape:window-y="0"
+     inkscape:window-maximized="1"
+     inkscape:current-layer="g1" />
+  <g
+     inkscape:groupmode="layer"
+     inkscape:label="Image"
+     id="g1">
+    <image
+       width="53"
+       height="145"
+       preserveAspectRatio="none"
+       xlink:href="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADUAAACRCAYAAABja/CIAAAAAXNSR0IB2cksfwAAAARnQU1BAACx&#10;jwv8YQUAAAAgY0hSTQAAeiYAAICEAAD6AAAAgOgAAHUwAADqYAAAOpgAABdwnLpRPAAAA8RJREFU&#10;eNrtnEFyokAUhn8gm2D0ALlDNKCeZsw6HmOO4aw1Z5jKbrLH6VTlDqnKNhqzkp6FRQa1G8UW6Nd5&#10;3yolTXif3fSDFp43HA4lHMNvOgCWMpGKoqjpuIy4cElmSyovI4RoOiZzqaLeeX9/x+fnJ9brddNx&#10;bhEEAcIwRLvdVm738lN6JiiEwGKxwHK5hO/bOZekaYqrqyul2FbEQggIIRBFEVarlbVCAOD7Plar&#10;lXqb6kMhhHVDToUuRnu7wgCWogJLUYGlVAwGfYzH97W0qVFqcETA52lzLJ7uzvf19RVBEBTu/Pz8&#10;9yxB7DKZ/MJk8utgu/V6jevr673PLw7ueeDg/X4fw+GgMIiybZIkMfpSjHoKAMbje4zH97i9jStv&#10;s4uqp6IoMuspm8jfYZCXystkkJdS3alXJpWdI3nys2WZc6csfEVBBU6+qoPrEmv2edG+qvZWJ1/V&#10;RJFH1940+QIOnFOqdcvKpvQkSTCZbP4+5trvVLIlvezviqXmSJI5gM3QqkoqL5bJkR9+ebGsp5yR&#10;yss5JwVw8lUfnO98a7jzPYtUkzh7RaGCpajAUlTYy1PZReHb21vTsR1ENzt/Se1evodhaP0jB61W&#10;Sy2lWgwEgHa7DSmltQ+HtFotdDodtZRKKKPT6Wh3tJnA9/2fTQdxbuw8YViKpejCUlRgKSoYS/V6&#10;XYxGP2ppU5vUzc0N7u5GtbQ5Fs/kXY/Hx99nCWKX6XSG2ezh5P2N1v2m0xm63S56vS6m05m2Xdk2&#10;Ly8vRl+KkdRs9oDRaHM+FH2z52pzLDz7UcE5KScfuAIceDYpL1T5b751Cu2usbiffKWU8Dyv1MGt&#10;Tr5SytJinHxr5EuqzLCzna1zyhUxt4efSzgp5Wby1f0+dezBrUy+mcwpcrYm373hZ9JztrA3UVCW&#10;0Uq5IObklM5SVGApKrAUFZysm7QnRV0IKHg0jjJGtx62cuGSTMb3mf2oU/irB9VaZHtr6cBmUXOx&#10;WODj4wO+71v5zsdyuQSAw7XI8oJO1CLLLzl7nmfdkFOhi5HX0qnAUlRwTkpKSV8quyCXUn7l2lpq&#10;kVVJ9t58HP9/67SWWmR1iAkhEMcx4jim/8TLrhzg4ETBUpRgKSo4KeXUlO5c4RouWmg7qsVYZ4Zf&#10;HuOe6vf7APSVeaqsuKjDyZ5iKSqwFBUqz1On1Cs7thZZZVJPT38Kt8/n89L/s/FaZE3CZbuow1JU&#10;YCkqaKVsn86LYtRKhWGINE2bjltLmqa4vLxUbtNeUZCvRaaDai2y7zVRUIalqPAP2tIV9TMa55AA&#10;AAAASUVORK5CYII=&#10;"
+       id="image1" />
+    <rect
+       style="fill:none;stroke:#ff0000;stroke-width:4;paint-order:stroke fill markers"
+       id="rect1"
+       width="48.081596"
+       height="89.869789"
+       x="2.5173612"
+       y="2.5173612" />
+  </g>
+</svg>

BIN
html/master/_images/selected_cube.png


BIN
html/master/_images/selected_sphere_occluded.png


+ 56 - 0
html/master/_images/toolbar_snap_to_grid.svg

@@ -0,0 +1,56 @@
+<?xml version="1.0" encoding="UTF-8" standalone="no"?>
+<!-- Created with Inkscape (http://www.inkscape.org/) -->
+
+<svg
+   version="1.1"
+   id="svg1"
+   width="53"
+   height="149"
+   viewBox="0 0 53 149"
+   sodipodi:docname="toolbar_snap_to_grid.svg"
+   inkscape:version="1.4.3 (0d15f75042, 2025-12-25)"
+   xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
+   xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
+   xmlns:xlink="http://www.w3.org/1999/xlink"
+   xmlns="http://www.w3.org/2000/svg"
+   xmlns:svg="http://www.w3.org/2000/svg">
+  <defs
+     id="defs1" />
+  <sodipodi:namedview
+     id="namedview1"
+     pagecolor="#ffffff"
+     bordercolor="#000000"
+     borderopacity="0.25"
+     inkscape:showpageshadow="2"
+     inkscape:pageopacity="0.0"
+     inkscape:pagecheckerboard="0"
+     inkscape:deskcolor="#d1d1d1"
+     showgrid="false"
+     inkscape:zoom="3.8657718"
+     inkscape:cx="15.520833"
+     inkscape:cy="68.809028"
+     inkscape:window-width="2560"
+     inkscape:window-height="1368"
+     inkscape:window-x="0"
+     inkscape:window-y="0"
+     inkscape:window-maximized="1"
+     inkscape:current-layer="g1" />
+  <g
+     inkscape:groupmode="layer"
+     inkscape:label="Image"
+     id="g1">
+    <image
+       width="53"
+       height="149"
+       preserveAspectRatio="none"
+       xlink:href="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADUAAACVCAYAAAD4+rKeAAAAAXNSR0IB2cksfwAAAARnQU1BAACx&#10;jwv8YQUAAAAgY0hSTQAAeiYAAICEAAD6AAAAgOgAAHUwAADqYAAAOpgAABdwnLpRPAAABL1JREFU&#10;eNrtnD9MW0ccgD/b2MRPgBpaJTJESiMhJGxTWzWsgaUBtizJErtDGEjHrpWKMkUZOjSZyJB2sFMF&#10;OtDQISJTokpNU0FNbOMKCZYGMEJKQgw45Y9xB4plgk1qP9vPd71vst/ds+/z3f3es+93NnV3d2eQ&#10;DLPRDVBSSkoypJSqK1SQTCZJpVLs7e0Z3cZDmM1mNE2jqampOKlkMsnm5iZmsxmLxWK0xxE2NjYA&#10;CorlHX6pVAqzuXZHpsViIZVKFSzP2/JaG3LFtrF2u0MHSkoUlJQoKKl36eryce3akNEO5Zbqkk+q&#10;VlFSoqCkREFJiYKSEgUlJQpSStXpOdnn8wEwM/NH3nKv91NDpKTsKSUlCkpKFHRFv/dRKCoex8jI&#10;HUZG7hgn9eTJ42PLp6eni37NqakpXUIApnyr88vLyzW5hJNLOp2mpaUlb5mUc0pJiYKSEoX/j1Qt&#10;L2L/lzbmLdE0jXQ6bXS7C5JOp9E0rWB53juKg/yEWk0OaWhoKD455EDsuBNrmdqfPEpKZqlMRroU&#10;2v2ekk1MzuEHYDKZjG5HeaVkE4J/L765c0oGSV1zyuP5BL//itEO5ZXq7OwkEPAb7XCEOpBjyOUi&#10;b0iXDSmlKvpb+nGRMRqN8vx5RDyp4yJjMBiqmJSUw09JiYKSEgUppSoa0vv6BgyRkrKnlJQoKClR&#10;KEv0m5x8WLYGBYMhQqF7xklFo1GCwVDZhA5eUy8m9X8UgqCkREFJiYKSEgUlJQpKShSUlCgoKVFQ&#10;UqKgpERBSYmCkhIFJSUKUkrpXiD4cGuLgUQC15s3NO7s8LK+nqnmZh45HGwZtLtH12/pHckkQ/Pz&#10;1OfZwbOkadxqb2fdaq26VMkf5UdbWwWFAFpTKb6cm6NxZ0ccqf5EIiu0cuIE33R08JXHwy+nTmXr&#10;ON6+5dKLF1XP/CxZyrW2ln0cPHeOhYYGXtts/HD2LI8cDgD+0jRmBga4fftbmpubqyZVcqBo3N3N&#10;Pn5lsx0qGz9zhtdWK+s9PQzfvIHdbufChc+4f3+0KlIl91SuSH8icaT88enTOLu7sNvtTEz8zOjo&#10;WFWEACytra3XSzmxaXeXtvV1AD7e3KQuk2HunZ1xkUiEhYUFxsd/quommZJ7atLhYClns2N/IkHv&#10;6uqRek+f/lb1XT8lS/1tNnOrvZ1lux2ARU1j/fz5mthRUPLwA9i2WAifPMkH29v8evEiX9+8gc/n&#10;Y35+nsXFpSP13W43vb09zM7Gs8cuX76EyWRmNU8vl4ru+5h1q5Xv29r4/Ish7HY7Dx5M8OzZ73nr&#10;er0eBgevHjo2OHgVr9dTNiEoU3JIJpNhePg6/f19jI6OGb5zrmz5fmtra3mvQ263G6ezAwCXywXs&#10;D7lcXC5X9lg8/iexWExXWyqeHBII+IsKHqHQPd1ZNFXNePH7rxAI+A9lbE5OPixLPlIuUn5JlFJK&#10;yjlV0WxngFgsxtjYjwA4nU7cblf2OexHwlhslng8nq2vl4pLhcMzhMMzwH6gcLtd3L373SGpcDis&#10;AsX70HXvV/SbWSy8fPkq23MANpuNSCTCyspK2d5HZWaKgpISBSUlCkpKFJSUKCgpUVBSoqCkREFJ&#10;iUJVpDKZTFUXDf4BROtl1RowWMQAAAAASUVORK5CYII=&#10;"
+       id="image1" />
+    <rect
+       style="fill:none;stroke:#ff0000;stroke-width:4;paint-order:stroke fill markers"
+       id="rect1"
+       width="47.597221"
+       height="50.960068"
+       x="2.5868056"
+       y="95.453125" />
+  </g>
+</svg>

+ 1 - 0
html/master/_sources/changelog.rst.txt

@@ -17,6 +17,7 @@ Changelog
 * Tools: added the ability to reset properties to default by right-clicking on them.
 * Tools: added the ability to reset properties to default by right-clicking on them.
 * Tools: the Level Editor will now automatically open a new temporary project when the Projects List is empty.
 * Tools: the Level Editor will now automatically open a new temporary project when the Projects List is empty.
 * Tools: the game will now be killed if it takes to long to exit when testing it from the Level Editor.
 * Tools: the game will now be killed if it takes to long to exit when testing it from the Level Editor.
+* Tools: added the ability to unselect all objects with ``Shift+Ctrl+A`` keyboard shortcut.
 * Runtime: Linux: switched to Vulkan for rendering.
 * Runtime: Linux: switched to Vulkan for rendering.
 * Runtime: added support to stencil testing in shaders.
 * Runtime: added support to stencil testing in shaders.
 * Data Compile: resource packages are now LZ4-compressed.
 * Data Compile: resource packages are now LZ4-compressed.

+ 2 - 2
html/master/_sources/importing_resources/importing_resources.rst.txt

@@ -20,7 +20,7 @@ You can also import files from the Project Browser. Navigate to the target
 folder, right-click the folder, and choose ``Import...`` from the context
 folder, right-click the folder, and choose ``Import...`` from the context
 menu. Crown will present a file picker:
 menu. Crown will present a file picker:
 
 
-.. image:: images/import_dialog.png
+.. image:: images/import_dialog.svg
 
 
 This method is useful when you want more control: the Import dialog lets you
 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
 choose how Crown should process the selected files. That matters because the
@@ -28,4 +28,4 @@ same file extension can sometimes map to different resource types
 (for example, ``.png`` files can be imported as textures or as sprites). Use
 (for example, ``.png`` files can be imported as textures or as sprites). Use
 the resource-type selector to pick the desired resource:
 the resource-type selector to pick the desired resource:
 
 
-.. image:: images/import_dialog_select_resource_type.png
+.. image:: images/import_dialog_select_resource_type.svg

+ 7 - 6
html/master/_sources/importing_resources/importing_scenes.rst.txt

@@ -14,8 +14,9 @@ FBX import dialog
 
 
 The FBX import dialog is divided into two main sections:
 The FBX import dialog is divided into two main sections:
 
 
-* **Units**: import geometry, lights, cameras, materials and any associated textures.
-* **Animation**: import skeleton and animation clips. If your scene contains no
+* Units: import geometry, lights, cameras, materials and any associated
+  textures.
+* Animation: import skeleton and animation clips. If your scene contains no
   animations, you can ignore this section.
   animations, you can ignore this section.
 
 
 One FBX per clip
 One FBX per clip
@@ -35,13 +36,13 @@ Start by importing the FBX that contains the geometry and skeleton. In the
 Project Browser create or select the target folder, make sure ``Import
 Project Browser create or select the target folder, make sure ``Import
 Animations`` is unchecked, then click ``Import`` to begin:
 Animations`` is unchecked, then click ``Import`` to begin:
 
 
-.. image:: images/import_fbx_unchecked_animations.png
+.. image:: images/import_fbx_unchecked_animations.svg
 
 
 When the import completes, the unit (geometry), the skeleton, and any other
 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
 objects you selected in the Unit section will appear as separate items in the
 Project Browser:
 Project Browser:
 
 
-.. image:: images/project_browser_import_clips_unit_and_skeleton.png
+.. image:: images/project_browser_import_clips_unit_and_skeleton.svg
 
 
 2) Importing animation clips
 2) Importing animation clips
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -55,10 +56,10 @@ dialog:
 * Uncheck ``New Skeleton`` to indicate that the skeleton already exists.
 * Uncheck ``New Skeleton`` to indicate that the skeleton already exists.
 * Set ``Target Skeleton`` to the skeleton you imported in the previous step.
 * Set ``Target Skeleton`` to the skeleton you imported in the previous step.
 
 
-.. image:: images/import_fbx_select_skeleton.png
+.. image:: images/import_fbx_select_skeleton.svg
 
 
 When the importer finishes, it creates an ``animations`` folder and places the
 When the importer finishes, it creates an ``animations`` folder and places the
 imported clips inside it, with correct references to the existing skeleton and
 imported clips inside it, with correct references to the existing skeleton and
 geometry:
 geometry:
 
 
-.. image:: images/project_browser_imported_clips.png
+.. image:: images/project_browser_imported_clips.svg

+ 4 - 1
html/master/_sources/level_editor/index.rst.txt

@@ -6,9 +6,12 @@ The Level Editor is the first editor you encounter when starting Crown, and it
 is where you will spend most of your time when working on Crown projects. As
 is where you will spend most of your time when working on Crown projects. As
 the name suggests, its primary purpose is to help you create and edit Levels,
 the name suggests, its primary purpose is to help you create and edit Levels,
 but it also serves as a hub for browsing project files and a launchpad for
 but it also serves as a hub for browsing project files and a launchpad for
-accessing other specialized editors and tools.
+accessing other specialized editors and tools. Last but not least, it can
+start your game, hot-reload any resources and communicate with it via the
+Console.
 
 
 .. toctree::
 .. toctree::
 	:maxdepth: 2
 	:maxdepth: 2
 
 
 	level_editor
 	level_editor
+	level_viewport

+ 16 - 13
html/master/_sources/level_editor/level_editor.rst.txt

@@ -1,23 +1,26 @@
 .. _level_editor:
 .. _level_editor:
 
 
-=====================
-Level Editor overview
-=====================
+===============
+Editor overview
+===============
 
 
 After opening a :ref:`project` Crown immediately starts compiling the
 After opening a :ref:`project` Crown immediately starts compiling the
 resources it contains. Once the process is complete, the Level Editor is
 resources it contains. Once the process is complete, the Level Editor is
 launched and should look similar to the image below:
 launched and should look similar to the image below:
 
 
-.. image:: images/editor_overview.png
+.. image:: images/editor_overview.svg
 
 
 The Level Editor is split into several panels:
 The Level Editor is split into several panels:
 
 
-====== =============== =============
-Number Name            What it shows
-====== =============== =============
-1      Project Browser The current project's contents.
-2      Console         Messages from the Level Editor, the Game and other Runtimes.
-3      Inspector       The properties of the currently selected object.
-4      Level Tree      A hierarchical view of all the objects in the Level.
-5      Level Viewport  The Level being edited.
-====== =============== =============
+====== ======================= =============
+Number Name                    What it shows
+====== ======================= =============
+1      Project Browser         The current project's contents.
+2      Console                 Messages from the Level Editor, the Game and other Runtimes.
+3      Inspector               The properties of the currently selected object.
+4      Level Tree              A hierarchical view of all the objects in the Level.
+5      :ref:`Level Viewport`   The Level being edited.
+6      Menubar                 Common commands for editing / debugging / opening editors etc.
+7      Toolbar                 Tools and common options for editing.
+8      Statusbar               Contextual info and small self-contained messages.
+====== ======================= =============

+ 200 - 0
html/master/_sources/level_editor/level_viewport.rst.txt

@@ -0,0 +1,200 @@
+==============
+Level Viewport
+==============
+
+This section describes how to navigate the Level Viewport so you can inspect,
+edit, and compose scenes comfortably. The viewport supports both quick,
+mouse-only navigation for casual inspection and more precise, keyboard-plus-
+mouse controls for editing and layout work.
+
+Basic mouse navigation
+======================
+
+If you only need a quick look around, the mouse provides simple and immediate
+controls. Rolling the mouse wheel zooms the camera in and out. Clicking and
+dragging the ``Middle Mouse Button`` orbits the view around the current
+interest point. The orbit center typically coincides with the last framed
+selection, so framing an object first (see the :ref:`Framing objects`
+section) gives you a predictable pivot for orbiting.
+
+Keyboard + mouse navigation
+===========================
+
+For more controlled camera adjustments, combine keyboard modifiers with mouse
+actions.
+
+* Hold ``Left Alt`` while dragging with the ``Left Mouse Button`` to rotate
+  around the interest point;
+* Hold ``Left Alt`` and drag with the ``Middle Mouse Button`` to pan the view
+  horizontally and vertically;
+* Hold ``Left Alt`` and drag with the ``Right Mouse Button`` to zoom in and
+  out.
+
+Flythrough navigation
+=====================
+
+When you need to traverse the level at speed, use flythrough mode. Hold the
+``Right Mouse Button`` to control the camera orientation with the mouse, then
+use the keyboard to move the camera as if you were playing a first-person
+game:
+
+* ``W`` / ``S`` to move forward and backward;
+* ``A`` / ``D`` to strafe left and right;
+* ``Q`` / ``E`` to move the camera up and down.
+
+Flythrough mode is handy for scanning large environments, testing sightlines,
+or checking level flow at player height.
+
+Selecting objects
+=================
+
+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
+
+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
+
+To clear the current selection, just left-click an empty area or press
+``Shift + Ctrl + A``.
+
+Multiple selection
+------------------
+
+Hold ``Left Shift`` while left-clicking to add unselected objects to the
+current selection. Conversely, left-click an already selected object to
+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
+
+Framing objects
+===============
+
+Framing centers and zooms the camera on selected objects so you can work on
+them with a consistent viewpoint.
+
+Select one or more objects and press ``F`` to frame the current selection; the
+camera will pan and zoom so the selected objects fill the viewport
+comfortably. Press ``A`` to frame the entire scene.
+
+Framing is especially useful before orbiting or when you want to set a stable
+interest point for subsequent camera manipulations.
+
+Placing objects
+===============
+
+Place content into the scene by entering place mode or by dragging units from
+the Project Browser.
+
+Press ``Q`` to enter place mode; the cursor then becomes a placement tool and
+a chosen unit can be spawned with a mouse click. If no unit is selected for
+spawning, clicks have no effect. At any time, press ``Esc`` to exit placing
+mode: Crown will enter the tool that was active before entering place mode.
+
+Dragging a Unit directly from the Project Browser into the Level Viewport
+automatically selects the Spawn tool and sets the dragged unit as the current
+spawn candidate.
+
+Click the ``Left Mouse Button`` to place the unit. By default Crown raycasts
+from the camera origin through the mouse cursor to determine the Z height
+where the unit should be positioned. If you click and hold the ``Left Mouse
+Button``, then move the mouse, Crown will place the unit at any XY location
+on the horizontal plane defined by the height where you first clicked. This
+lets you position objects precisely along a fixed elevation.
+
+Moving, rotating, and scaling objects
+=====================================
+
+Transform objects with the standard ``W``, ``E``, and ``R`` keys to enter
+Move, Rotate, and Scale modes respectively.
+
+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
+
+Move gizmo
+----------
+
+* Left-click and drag an axis handle to move the object along that axis.
+* Drag the small red, green, or blue rectangles to move the object constrained
+  to the XY, YZ, or ZX plane respectively.
+* Drag the small gray circle at the gizmo origin to move the object on the
+  plane parallel to the camera view.
+
+Rotate gizmo
+------------
+
+* Drag any red, green, or blue arc to rotate the object around the X, Y, or Z
+  axis.
+* Drag the large gray circle to rotate the object around the axis that is
+  perpendicular to the camera view plane.
+
+Scale gizmo
+-----------
+
+* Drag an axis handle to scale the object along that axis.
+* Drag the colored rectangles (for example red-green to scale on the XY plane)
+  to scale across the respective plane.
+* Drag the large gray circle to scale uniformly on all axes at once.
+
+Local and World axis
+--------------------
+
+Normally, gizmo axes are aligned to the local coordinate system of the
+selected object. That makes transforms intuitive when you want to move,
+rotate, or scale an object relative to its own orientation. However, when an
+object is rotated inconveniently, local axes can make it difficult to perform
+edits that must align to the scene or the world origin.
+
+Switching to the ``World Axis`` mode forces all gizmos to align to the world
+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
+
+Snapping
+========
+
+By default Crown lets you position and rotate objects freely. When you require
+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
+
+With snapping enabled, movement and rotation will snap to the configured grid
+size and snap angle. Hold ``Left Ctrl`` while performing a transform to
+temporarily disable snapping and make a single free adjustment.
+
+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
+
+Relative and Absolute snapping
+------------------------------
+
+Crown offers two snapping coordinate modes. In Relative Snapping mode the
+snapping grid origin is aligned to the origin of the object being
+transformed; this makes the grid move together with the object and is
+convenient for local adjustments.
+
+In Absolute Snapping mode the snapping grid is fixed at the world origin,
+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

+ 3 - 2
html/master/changelog.html

@@ -3,7 +3,7 @@
 <head>
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
 
-    <meta property="article:modified_time" content="2026-02-04T00:53:14+00:00" /><meta property="og:title" content="Changelog" />
+    <meta property="article:modified_time" content="2026-02-13T15:26:52+00:00" /><meta property="og:title" content="Changelog" />
 <meta property="og:type" content="website" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/changelog.html" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/changelog.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
@@ -134,6 +134,7 @@
 <li><p>Tools: added the ability to reset properties to default by right-clicking on them.</p></li>
 <li><p>Tools: added the ability to reset properties to default by right-clicking on them.</p></li>
 <li><p>Tools: the Level Editor will now automatically open a new temporary project when the Projects List is empty.</p></li>
 <li><p>Tools: the Level Editor will now automatically open a new temporary project when the Projects List is empty.</p></li>
 <li><p>Tools: the game will now be killed if it takes to long to exit when testing it from the Level Editor.</p></li>
 <li><p>Tools: the game will now be killed if it takes to long to exit when testing it from the Level Editor.</p></li>
+<li><p>Tools: added the ability to unselect all objects with <code class="docutils literal notranslate"><span class="pre">Shift+Ctrl+A</span></code> keyboard shortcut.</p></li>
 <li><p>Runtime: Linux: switched to Vulkan for rendering.</p></li>
 <li><p>Runtime: Linux: switched to Vulkan for rendering.</p></li>
 <li><p>Runtime: added support to stencil testing in shaders.</p></li>
 <li><p>Runtime: added support to stencil testing in shaders.</p></li>
 <li><p>Data Compile: resource packages are now LZ4-compressed.</p></li>
 <li><p>Data Compile: resource packages are now LZ4-compressed.</p></li>
@@ -929,7 +930,7 @@
 
 
   <div role="contentinfo">
   <div role="contentinfo">
     <p>&#169; <a href="copyright.html">Copyright</a> Except where otherwise noted, content on this page is licensed under a CC-BY-SA 4.0 Int. License.
     <p>&#169; <a href="copyright.html">Copyright</a> Except where otherwise noted, content on this page is licensed under a CC-BY-SA 4.0 Int. License.
-      <span class="lastupdated">Last updated on Feb 04, 2026.
+      <span class="lastupdated">Last updated on Feb 13, 2026.
       </span></p>
       </span></p>
   </div>
   </div>
 
 

+ 2 - 2
html/master/getting_started/basic_concepts.html

@@ -157,7 +157,7 @@ units can then reference this prefab, instantly inheriting all of its
 components and hierarchy. Changes to a prefab are automatically propagated to
 components and hierarchy. Changes to a prefab are automatically propagated to
 every instance of that prefab.</p>
 every instance of that prefab.</p>
 <p>Unit Prefabs are created by saving existing units inside
 <p>Unit Prefabs are created by saving existing units inside
-the <a class="reference internal" href="../level_editor/level_editor.html#level-editor"><span class="std std-ref">Level Editor overview</span></a>, or, more commonly, by importing them from
+the <a class="reference internal" href="../level_editor/level_editor.html#level-editor"><span class="std std-ref">Editor overview</span></a>, or, more commonly, by importing them from
 a <span class="xref std std-ref">meshes</span> or <a class="reference internal" href="../importing_resources/importing_sprites.html#importing-sprites"><span class="std std-ref">sprites</span></a>.</p>
 a <span class="xref std std-ref">meshes</span> or <a class="reference internal" href="../importing_resources/importing_sprites.html#importing-sprites"><span class="std std-ref">sprites</span></a>.</p>
 </section>
 </section>
 <section id="world">
 <section id="world">
@@ -181,7 +181,7 @@ though this is uncommon.</p>
 <h2>Level<a class="headerlink" href="#level" title="Permalink to this headline">¶</a></h2>
 <h2>Level<a class="headerlink" href="#level" title="Permalink to this headline">¶</a></h2>
 <p>A Level (<em>.level</em> resource) is a saved collection of units, sounds and other
 <p>A Level (<em>.level</em> resource) is a saved collection of units, sounds and other
 objects.</p>
 objects.</p>
-<p>Levels are authored in the <a class="reference internal" href="../level_editor/level_editor.html#level-editor"><span class="std std-ref">Level Editor overview</span></a>. A world can load any number of levels
+<p>Levels are authored in the <a class="reference internal" href="../level_editor/level_editor.html#level-editor"><span class="std std-ref">Editor overview</span></a>. A world can load any number of levels
 at the same time, enabling complex multi-layered scenes.</p>
 at the same time, enabling complex multi-layered scenes.</p>
 </section>
 </section>
 </section>
 </section>

+ 3 - 3
html/master/getting_started/for_the_impatient.html

@@ -7,10 +7,10 @@
 <meta property="og:type" content="website" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/getting_started/for_the_impatient.html" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/getting_started/for_the_impatient.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
-<meta property="og:description" content="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. At this point you can either jump straight into the Level Editor ove..." />
+<meta property="og:description" content="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. At this point you can either jump straight into the Editor overview ..." />
 <meta property="og:image" content="https://docs.crownengine.org/html/latest/_images/temp_project.png" />
 <meta property="og:image" content="https://docs.crownengine.org/html/latest/_images/temp_project.png" />
 <meta property="og:image:alt" content="Crown 0.60.0 Manual" />
 <meta property="og:image:alt" content="Crown 0.60.0 Manual" />
-<meta name="description" content="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. At this point you can either jump straight into the Level Editor ove..." />
+<meta name="description" content="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. At this point you can either jump straight into the Editor overview ..." />
 
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
   <title>For the Impatient &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
   <title>For the Impatient &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
@@ -107,7 +107,7 @@
 automatically generates a temporary project and opens it. This lets you
 automatically generates a temporary project and opens it. This lets you
 explore the graphical interface immediately without any extra steps.</p>
 explore the graphical interface immediately without any extra steps.</p>
 <img alt="../_images/temp_project.png" src="../_images/temp_project.png" />
 <img alt="../_images/temp_project.png" src="../_images/temp_project.png" />
-<p>At this point you can either jump straight into the <a class="reference internal" href="../level_editor/level_editor.html#level-editor"><span class="std std-ref">Level Editor overview</span></a> to get
+<p>At this point you can either jump straight into the <a class="reference internal" href="../level_editor/level_editor.html#level-editor"><span class="std std-ref">Editor overview</span></a> to get
 a feel for its features, or close the temporary project and create a new one
 a feel for its features, or close the temporary project and create a new one
 yourself, for example, starting from a featureful template.</p>
 yourself, for example, starting from a featureful template.</p>
 <p>To close the temporary project, choose <code class="docutils literal notranslate"><span class="pre">File</span></code> -&gt; <code class="docutils literal notranslate"><span class="pre">Close</span> <span class="pre">Project</span></code>:</p>
 <p>To close the temporary project, choose <code class="docutils literal notranslate"><span class="pre">File</span></code> -&gt; <code class="docutils literal notranslate"><span class="pre">Close</span> <span class="pre">Project</span></code>:</p>

+ 4 - 6
html/master/importing_resources/importing_resources.html

@@ -3,7 +3,7 @@
 <head>
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
 
-    <meta property="article:modified_time" content="2026-02-12T17:30:36+00:00" /><meta property="og:title" content="Importing resources" />
+    <meta property="article:modified_time" content="2026-02-13T16:43:09+00:00" /><meta property="og:title" content="Importing resources" />
 <meta property="og:type" content="website" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/importing_resources/importing_resources.html" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/importing_resources/importing_resources.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
@@ -122,14 +122,12 @@ can fine-tune import options.</p>
 <p>You can also import files from the Project Browser. Navigate to the target
 <p>You can also import files from the Project Browser. Navigate to the target
 folder, right-click the folder, and choose <code class="docutils literal notranslate"><span class="pre">Import...</span></code> from the context
 folder, right-click the folder, and choose <code class="docutils literal notranslate"><span class="pre">Import...</span></code> from the context
 menu. Crown will present a file picker:</p>
 menu. Crown will present a file picker:</p>
-<img alt="../_images/import_dialog.png" src="../_images/import_dialog.png" />
-<p>This method is useful when you want more control: the Import dialog lets you
+<img alt="../_images/import_dialog.svg" src="../_images/import_dialog.svg" /><p>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
 choose how Crown should process the selected files. That matters because the
 same file extension can sometimes map to different resource types
 same file extension can sometimes map to different resource types
 (for example, <code class="docutils literal notranslate"><span class="pre">.png</span></code> files can be imported as textures or as sprites). Use
 (for example, <code class="docutils literal notranslate"><span class="pre">.png</span></code> files can be imported as textures or as sprites). Use
 the resource-type selector to pick the desired resource:</p>
 the resource-type selector to pick the desired resource:</p>
-<img alt="../_images/import_dialog_select_resource_type.png" src="../_images/import_dialog_select_resource_type.png" />
-</section>
+<img alt="../_images/import_dialog_select_resource_type.svg" src="../_images/import_dialog_select_resource_type.svg" /></section>
 </section>
 </section>
 
 
 
 
@@ -144,7 +142,7 @@ the resource-type selector to pick the desired resource:</p>
 
 
   <div role="contentinfo">
   <div role="contentinfo">
     <p>&#169; <a href="../copyright.html">Copyright</a> Except where otherwise noted, content on this page is licensed under a CC-BY-SA 4.0 Int. License.
     <p>&#169; <a href="../copyright.html">Copyright</a> Except where otherwise noted, content on this page is licensed under a CC-BY-SA 4.0 Int. License.
-      <span class="lastupdated">Last updated on Feb 12, 2026.
+      <span class="lastupdated">Last updated on Feb 13, 2026.
       </span></p>
       </span></p>
   </div>
   </div>
 
 

+ 9 - 12
html/master/importing_resources/importing_scenes.html

@@ -3,7 +3,7 @@
 <head>
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
 
-    <meta property="article:modified_time" content="2026-02-12T18:42:30+00:00" /><meta property="og:title" content="Importing Scenes" />
+    <meta property="article:modified_time" content="2026-02-13T16:45:00+00:00" /><meta property="og:title" content="Importing Scenes" />
 <meta property="og:type" content="website" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/importing_resources/importing_scenes.html" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/importing_resources/importing_scenes.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
@@ -121,8 +121,9 @@ options and choose which parts of the scene to bring into your project:</p>
 <h2>FBX import dialog<a class="headerlink" href="#fbx-import-dialog" title="Permalink to this headline">¶</a></h2>
 <h2>FBX import dialog<a class="headerlink" href="#fbx-import-dialog" title="Permalink to this headline">¶</a></h2>
 <p>The FBX import dialog is divided into two main sections:</p>
 <p>The FBX import dialog is divided into two main sections:</p>
 <ul class="simple">
 <ul class="simple">
-<li><p><strong>Units</strong>: import geometry, lights, cameras, materials and any associated textures.</p></li>
-<li><p><strong>Animation</strong>: import skeleton and animation clips. If your scene contains no
+<li><p>Units: import geometry, lights, cameras, materials and any associated
+textures.</p></li>
+<li><p>Animation: import skeleton and animation clips. If your scene contains no
 animations, you can ignore this section.</p></li>
 animations, you can ignore this section.</p></li>
 </ul>
 </ul>
 </section>
 </section>
@@ -138,12 +139,10 @@ simplifies asset management and make faster iterations possible.</p>
 <p>Start by importing the FBX that contains the geometry and skeleton. In the
 <p>Start by importing the FBX that contains the geometry and skeleton. In the
 Project Browser create or select the target folder, make sure <code class="docutils literal notranslate"><span class="pre">Import</span>
 Project Browser create or select the target folder, make sure <code class="docutils literal notranslate"><span class="pre">Import</span>
 <span class="pre">Animations</span></code> is unchecked, then click <code class="docutils literal notranslate"><span class="pre">Import</span></code> to begin:</p>
 <span class="pre">Animations</span></code> is unchecked, then click <code class="docutils literal notranslate"><span class="pre">Import</span></code> to begin:</p>
-<img alt="../_images/import_fbx_unchecked_animations.png" src="../_images/import_fbx_unchecked_animations.png" />
-<p>When the import completes, the unit (geometry), the skeleton, and any other
+<img alt="../_images/import_fbx_unchecked_animations.svg" src="../_images/import_fbx_unchecked_animations.svg" /><p>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
 objects you selected in the Unit section will appear as separate items in the
 Project Browser:</p>
 Project Browser:</p>
-<img alt="../_images/project_browser_import_clips_unit_and_skeleton.png" src="../_images/project_browser_import_clips_unit_and_skeleton.png" />
-</section>
+<img alt="../_images/project_browser_import_clips_unit_and_skeleton.svg" src="../_images/project_browser_import_clips_unit_and_skeleton.svg" /></section>
 <section id="importing-animation-clips">
 <section id="importing-animation-clips">
 <h3>2) Importing animation clips<a class="headerlink" href="#importing-animation-clips" title="Permalink to this headline">¶</a></h3>
 <h3>2) Importing animation clips<a class="headerlink" href="#importing-animation-clips" title="Permalink to this headline">¶</a></h3>
 <p>After importing geometry and skeleton, import the FBX files that contain the
 <p>After importing geometry and skeleton, import the FBX files that contain the
@@ -155,12 +154,10 @@ dialog:</p>
 <li><p>Uncheck <code class="docutils literal notranslate"><span class="pre">New</span> <span class="pre">Skeleton</span></code> to indicate that the skeleton already exists.</p></li>
 <li><p>Uncheck <code class="docutils literal notranslate"><span class="pre">New</span> <span class="pre">Skeleton</span></code> to indicate that the skeleton already exists.</p></li>
 <li><p>Set <code class="docutils literal notranslate"><span class="pre">Target</span> <span class="pre">Skeleton</span></code> to the skeleton you imported in the previous step.</p></li>
 <li><p>Set <code class="docutils literal notranslate"><span class="pre">Target</span> <span class="pre">Skeleton</span></code> to the skeleton you imported in the previous step.</p></li>
 </ul>
 </ul>
-<img alt="../_images/import_fbx_select_skeleton.png" src="../_images/import_fbx_select_skeleton.png" />
-<p>When the importer finishes, it creates an <code class="docutils literal notranslate"><span class="pre">animations</span></code> folder and places the
+<img alt="../_images/import_fbx_select_skeleton.svg" src="../_images/import_fbx_select_skeleton.svg" /><p>When the importer finishes, it creates an <code class="docutils literal notranslate"><span class="pre">animations</span></code> folder and places the
 imported clips inside it, with correct references to the existing skeleton and
 imported clips inside it, with correct references to the existing skeleton and
 geometry:</p>
 geometry:</p>
-<img alt="../_images/project_browser_imported_clips.png" src="../_images/project_browser_imported_clips.png" />
-</section>
+<img alt="../_images/project_browser_imported_clips.svg" src="../_images/project_browser_imported_clips.svg" /></section>
 </section>
 </section>
 </section>
 </section>
 
 
@@ -176,7 +173,7 @@ geometry:</p>
 
 
   <div role="contentinfo">
   <div role="contentinfo">
     <p>&#169; <a href="../copyright.html">Copyright</a> Except where otherwise noted, content on this page is licensed under a CC-BY-SA 4.0 Int. License.
     <p>&#169; <a href="../copyright.html">Copyright</a> Except where otherwise noted, content on this page is licensed under a CC-BY-SA 4.0 Int. License.
-      <span class="lastupdated">Last updated on Feb 12, 2026.
+      <span class="lastupdated">Last updated on Feb 13, 2026.
       </span></p>
       </span></p>
   </div>
   </div>
 
 

+ 2 - 2
html/master/importing_resources/index.html

@@ -30,7 +30,7 @@
     <link rel="search" title="Search" href="../search.html" />
     <link rel="search" title="Search" href="../search.html" />
     <link rel="copyright" title="Copyright" href="../copyright.html" />
     <link rel="copyright" title="Copyright" href="../copyright.html" />
     <link rel="next" title="Importing resources" href="importing_resources.html" />
     <link rel="next" title="Importing resources" href="importing_resources.html" />
-    <link rel="prev" title="Level Editor overview" href="../level_editor/level_editor.html" /> 
+    <link rel="prev" title="Level Viewport" href="../level_editor/level_viewport.html" /> 
 </head>
 </head>
 
 
 <body class="wy-body-for-nav"> 
 <body class="wy-body-for-nav"> 
@@ -130,7 +130,7 @@ for use in Levels, Units, and other project content.</p>
            </div>
            </div>
           </div>
           </div>
           <footer><div class="rst-footer-buttons" role="navigation" aria-label="Footer">
           <footer><div class="rst-footer-buttons" role="navigation" aria-label="Footer">
-        <a href="../level_editor/level_editor.html" class="btn btn-neutral float-left" title="Level Editor overview" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left" aria-hidden="true"></span> Previous</a>
+        <a href="../level_editor/level_viewport.html" class="btn btn-neutral float-left" title="Level Viewport" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left" aria-hidden="true"></span> Previous</a>
         <a href="importing_resources.html" class="btn btn-neutral float-right" title="Importing resources" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right" aria-hidden="true"></span></a>
         <a href="importing_resources.html" class="btn btn-neutral float-right" title="Importing resources" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right" aria-hidden="true"></span></a>
     </div>
     </div>
 
 

+ 2 - 1
html/master/index.html

@@ -145,7 +145,8 @@
 </ul>
 </ul>
 </li>
 </li>
 <li class="toctree-l1"><a class="reference internal" href="level_editor/index.html">The Level Editor</a><ul>
 <li class="toctree-l1"><a class="reference internal" href="level_editor/index.html">The Level Editor</a><ul>
-<li class="toctree-l2"><a class="reference internal" href="level_editor/level_editor.html">Level Editor overview</a></li>
+<li class="toctree-l2"><a class="reference internal" href="level_editor/level_editor.html">Editor overview</a></li>
+<li class="toctree-l2"><a class="reference internal" href="level_editor/level_viewport.html">Level Viewport</a></li>
 </ul>
 </ul>
 </li>
 </li>
 <li class="toctree-l1"><a class="reference internal" href="importing_resources/index.html">Importing Resources</a><ul>
 <li class="toctree-l1"><a class="reference internal" href="importing_resources/index.html">Importing Resources</a><ul>

+ 21 - 7
html/master/level_editor/index.html

@@ -3,7 +3,7 @@
 <head>
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
 
-    <meta property="article:modified_time" content="2026-02-10T17:56:07+00:00" /><meta property="og:title" content="The Level Editor" />
+    <meta property="article:modified_time" content="2026-02-13T02:46:57+00:00" /><meta property="og:title" content="The Level Editor" />
 <meta property="og:type" content="website" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/level_editor/index.html" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/level_editor/index.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
@@ -29,7 +29,7 @@
     <link rel="index" title="Index" href="../genindex.html" />
     <link rel="index" title="Index" href="../genindex.html" />
     <link rel="search" title="Search" href="../search.html" />
     <link rel="search" title="Search" href="../search.html" />
     <link rel="copyright" title="Copyright" href="../copyright.html" />
     <link rel="copyright" title="Copyright" href="../copyright.html" />
-    <link rel="next" title="Level Editor overview" href="level_editor.html" />
+    <link rel="next" title="Editor overview" href="level_editor.html" />
     <link rel="prev" title="Basic Concepts" href="../getting_started/basic_concepts.html" /> 
     <link rel="prev" title="Basic Concepts" href="../getting_started/basic_concepts.html" /> 
 </head>
 </head>
 
 
@@ -58,7 +58,8 @@
 <li class="toctree-l1"><a class="reference internal" href="../installing_crown/index.html">Installing Crown</a></li>
 <li class="toctree-l1"><a class="reference internal" href="../installing_crown/index.html">Installing Crown</a></li>
 <li class="toctree-l1"><a class="reference internal" href="../getting_started/index.html">Getting Started</a></li>
 <li class="toctree-l1"><a class="reference internal" href="../getting_started/index.html">Getting Started</a></li>
 <li class="toctree-l1 current"><a class="current reference internal" href="#">The Level Editor</a><ul>
 <li class="toctree-l1 current"><a class="current reference internal" href="#">The Level Editor</a><ul>
-<li class="toctree-l2"><a class="reference internal" href="level_editor.html">Level Editor overview</a></li>
+<li class="toctree-l2"><a class="reference internal" href="level_editor.html">Editor overview</a></li>
+<li class="toctree-l2"><a class="reference internal" href="level_viewport.html">Level Viewport</a></li>
 </ul>
 </ul>
 </li>
 </li>
 <li class="toctree-l1"><a class="reference internal" href="../importing_resources/index.html">Importing Resources</a></li>
 <li class="toctree-l1"><a class="reference internal" href="../importing_resources/index.html">Importing Resources</a></li>
@@ -101,10 +102,23 @@
 is where you will spend most of your time when working on Crown projects. As
 is where you will spend most of your time when working on Crown projects. As
 the name suggests, its primary purpose is to help you create and edit Levels,
 the name suggests, its primary purpose is to help you create and edit Levels,
 but it also serves as a hub for browsing project files and a launchpad for
 but it also serves as a hub for browsing project files and a launchpad for
-accessing other specialized editors and tools.</p>
+accessing other specialized editors and tools. Last but not least, it can
+start your game, hot-reload any resources and communicate with it via the
+Console.</p>
 <div class="toctree-wrapper compound">
 <div class="toctree-wrapper compound">
 <ul>
 <ul>
-<li class="toctree-l1"><a class="reference internal" href="level_editor.html">Level Editor overview</a></li>
+<li class="toctree-l1"><a class="reference internal" href="level_editor.html">Editor overview</a></li>
+<li class="toctree-l1"><a class="reference internal" href="level_viewport.html">Level Viewport</a><ul>
+<li class="toctree-l2"><a class="reference internal" href="level_viewport.html#basic-mouse-navigation">Basic mouse navigation</a></li>
+<li class="toctree-l2"><a class="reference internal" href="level_viewport.html#keyboard-mouse-navigation">Keyboard + mouse navigation</a></li>
+<li class="toctree-l2"><a class="reference internal" href="level_viewport.html#flythrough-navigation">Flythrough navigation</a></li>
+<li class="toctree-l2"><a class="reference internal" href="level_viewport.html#selecting-objects">Selecting objects</a></li>
+<li class="toctree-l2"><a class="reference internal" href="level_viewport.html#framing-objects">Framing objects</a></li>
+<li class="toctree-l2"><a class="reference internal" href="level_viewport.html#placing-objects">Placing objects</a></li>
+<li class="toctree-l2"><a class="reference internal" href="level_viewport.html#moving-rotating-and-scaling-objects">Moving, rotating, and scaling objects</a></li>
+<li class="toctree-l2"><a class="reference internal" href="level_viewport.html#snapping">Snapping</a></li>
+</ul>
+</li>
 </ul>
 </ul>
 </div>
 </div>
 </section>
 </section>
@@ -114,14 +128,14 @@ accessing other specialized editors and tools.</p>
           </div>
           </div>
           <footer><div class="rst-footer-buttons" role="navigation" aria-label="Footer">
           <footer><div class="rst-footer-buttons" role="navigation" aria-label="Footer">
         <a href="../getting_started/basic_concepts.html" class="btn btn-neutral float-left" title="Basic Concepts" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left" aria-hidden="true"></span> Previous</a>
         <a href="../getting_started/basic_concepts.html" class="btn btn-neutral float-left" title="Basic Concepts" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left" aria-hidden="true"></span> Previous</a>
-        <a href="level_editor.html" class="btn btn-neutral float-right" title="Level Editor overview" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right" aria-hidden="true"></span></a>
+        <a href="level_editor.html" class="btn btn-neutral float-right" title="Editor overview" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right" aria-hidden="true"></span></a>
     </div>
     </div>
 
 
   <hr/>
   <hr/>
 
 
   <div role="contentinfo">
   <div role="contentinfo">
     <p>&#169; <a href="../copyright.html">Copyright</a> Except where otherwise noted, content on this page is licensed under a CC-BY-SA 4.0 Int. License.
     <p>&#169; <a href="../copyright.html">Copyright</a> Except where otherwise noted, content on this page is licensed under a CC-BY-SA 4.0 Int. License.
-      <span class="lastupdated">Last updated on Feb 10, 2026.
+      <span class="lastupdated">Last updated on Feb 13, 2026.
       </span></p>
       </span></p>
   </div>
   </div>
 
 

+ 26 - 16
html/master/level_editor/level_editor.html

@@ -3,17 +3,15 @@
 <head>
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
 
-    <meta property="article:modified_time" content="2026-02-10T23:51:56+00:00" /><meta property="og:title" content="Level Editor overview" />
+    <meta property="article:modified_time" content="2026-02-13T17:54:54+00:00" /><meta property="og:title" content="Editor overview" />
 <meta property="og:type" content="website" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/level_editor/level_editor.html" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/level_editor/level_editor.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
 <meta property="og:description" content="After opening a 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: The Level Editor is split into several panels:,,, Number, Name, What it shows,,, 1, Proj..." />
 <meta property="og:description" content="After opening a 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: The Level Editor is split into several panels:,,, Number, Name, What it shows,,, 1, Proj..." />
-<meta property="og:image" content="https://docs.crownengine.org/html/latest/_images/editor_overview.png" />
-<meta property="og:image:alt" content="Crown 0.60.0 Manual" />
 <meta name="description" content="After opening a 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: The Level Editor is split into several panels:,,, Number, Name, What it shows,,, 1, Proj..." />
 <meta name="description" content="After opening a 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: The Level Editor is split into several panels:,,, Number, Name, What it shows,,, 1, Proj..." />
 
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
-  <title>Level Editor overview &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
+  <title>Editor overview &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
       <link rel="stylesheet" href="../_static/pygments.css" type="text/css" />
       <link rel="stylesheet" href="../_static/pygments.css" type="text/css" />
       <link rel="stylesheet" href="../_static/css/theme.css" type="text/css" />
       <link rel="stylesheet" href="../_static/css/theme.css" type="text/css" />
       <link rel="stylesheet" href="../_static/css/custom.css" type="text/css" />
       <link rel="stylesheet" href="../_static/css/custom.css" type="text/css" />
@@ -31,7 +29,7 @@
     <link rel="index" title="Index" href="../genindex.html" />
     <link rel="index" title="Index" href="../genindex.html" />
     <link rel="search" title="Search" href="../search.html" />
     <link rel="search" title="Search" href="../search.html" />
     <link rel="copyright" title="Copyright" href="../copyright.html" />
     <link rel="copyright" title="Copyright" href="../copyright.html" />
-    <link rel="next" title="Importing Resources" href="../importing_resources/index.html" />
+    <link rel="next" title="Level Viewport" href="level_viewport.html" />
     <link rel="prev" title="The Level Editor" href="index.html" /> 
     <link rel="prev" title="The Level Editor" href="index.html" /> 
 </head>
 </head>
 
 
@@ -60,7 +58,8 @@
 <li class="toctree-l1"><a class="reference internal" href="../installing_crown/index.html">Installing Crown</a></li>
 <li class="toctree-l1"><a class="reference internal" href="../installing_crown/index.html">Installing Crown</a></li>
 <li class="toctree-l1"><a class="reference internal" href="../getting_started/index.html">Getting Started</a></li>
 <li class="toctree-l1"><a class="reference internal" href="../getting_started/index.html">Getting Started</a></li>
 <li class="toctree-l1 current"><a class="reference internal" href="index.html">The Level Editor</a><ul class="current">
 <li class="toctree-l1 current"><a class="reference internal" href="index.html">The Level Editor</a><ul class="current">
-<li class="toctree-l2 current"><a class="current reference internal" href="#">Level Editor overview</a></li>
+<li class="toctree-l2 current"><a class="current reference internal" href="#">Editor overview</a></li>
+<li class="toctree-l2"><a class="reference internal" href="level_viewport.html">Level Viewport</a></li>
 </ul>
 </ul>
 </li>
 </li>
 <li class="toctree-l1"><a class="reference internal" href="../importing_resources/index.html">Importing Resources</a></li>
 <li class="toctree-l1"><a class="reference internal" href="../importing_resources/index.html">Importing Resources</a></li>
@@ -88,7 +87,7 @@
   <ul class="wy-breadcrumbs">
   <ul class="wy-breadcrumbs">
       <li><a href="../index.html" class="icon icon-home"></a> &raquo;</li>
       <li><a href="../index.html" class="icon icon-home"></a> &raquo;</li>
           <li><a href="index.html">The Level Editor</a> &raquo;</li>
           <li><a href="index.html">The Level Editor</a> &raquo;</li>
-      <li>Level Editor overview</li>
+      <li>Editor overview</li>
       <li class="wy-breadcrumbs-aside">
       <li class="wy-breadcrumbs-aside">
             <a href="../_sources/level_editor/level_editor.rst.txt" rel="nofollow"> View page source</a>
             <a href="../_sources/level_editor/level_editor.rst.txt" rel="nofollow"> View page source</a>
       </li>
       </li>
@@ -98,18 +97,17 @@
           <div role="main" class="document" itemscope="itemscope" itemtype="http://schema.org/Article">
           <div role="main" class="document" itemscope="itemscope" itemtype="http://schema.org/Article">
            <div itemprop="articleBody">
            <div itemprop="articleBody">
              
              
-  <section id="level-editor-overview">
-<span id="level-editor"></span><h1>Level Editor overview<a class="headerlink" href="#level-editor-overview" title="Permalink to this headline">¶</a></h1>
+  <section id="editor-overview">
+<span id="level-editor"></span><h1>Editor overview<a class="headerlink" href="#editor-overview" title="Permalink to this headline">¶</a></h1>
 <p>After opening a <a class="reference internal" href="../getting_started/basic_concepts.html#project"><span class="std std-ref">Project</span></a> Crown immediately starts compiling the
 <p>After opening a <a class="reference internal" href="../getting_started/basic_concepts.html#project"><span class="std std-ref">Project</span></a> Crown immediately starts compiling the
 resources it contains. Once the process is complete, the Level Editor is
 resources it contains. Once the process is complete, the Level Editor is
 launched and should look similar to the image below:</p>
 launched and should look similar to the image below:</p>
-<img alt="../_images/editor_overview.png" src="../_images/editor_overview.png" />
-<p>The Level Editor is split into several panels:</p>
+<img alt="../_images/editor_overview.svg" src="../_images/editor_overview.svg" /><p>The Level Editor is split into several panels:</p>
 <table class="docutils align-default">
 <table class="docutils align-default">
 <colgroup>
 <colgroup>
 <col style="width: 7%" />
 <col style="width: 7%" />
-<col style="width: 19%" />
-<col style="width: 74%" />
+<col style="width: 25%" />
+<col style="width: 68%" />
 </colgroup>
 </colgroup>
 <thead>
 <thead>
 <tr class="row-odd"><th class="head"><p>Number</p></th>
 <tr class="row-odd"><th class="head"><p>Number</p></th>
@@ -135,9 +133,21 @@ launched and should look similar to the image below:</p>
 <td><p>A hierarchical view of all the objects in the Level.</p></td>
 <td><p>A hierarchical view of all the objects in the Level.</p></td>
 </tr>
 </tr>
 <tr class="row-even"><td><p>5</p></td>
 <tr class="row-even"><td><p>5</p></td>
-<td><p>Level Viewport</p></td>
+<td><p><a class="reference internal" href="level_viewport.html#level-viewport"><span class="std std-ref">Level Viewport</span></a></p></td>
 <td><p>The Level being edited.</p></td>
 <td><p>The Level being edited.</p></td>
 </tr>
 </tr>
+<tr class="row-odd"><td><p>6</p></td>
+<td><p>Menubar</p></td>
+<td><p>Common commands for editing / debugging / opening editors etc.</p></td>
+</tr>
+<tr class="row-even"><td><p>7</p></td>
+<td><p>Toolbar</p></td>
+<td><p>Tools and common options for editing.</p></td>
+</tr>
+<tr class="row-odd"><td><p>8</p></td>
+<td><p>Statusbar</p></td>
+<td><p>Contextual info and small self-contained messages.</p></td>
+</tr>
 </tbody>
 </tbody>
 </table>
 </table>
 </section>
 </section>
@@ -147,14 +157,14 @@ launched and should look similar to the image below:</p>
           </div>
           </div>
           <footer><div class="rst-footer-buttons" role="navigation" aria-label="Footer">
           <footer><div class="rst-footer-buttons" role="navigation" aria-label="Footer">
         <a href="index.html" class="btn btn-neutral float-left" title="The Level Editor" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left" aria-hidden="true"></span> Previous</a>
         <a href="index.html" class="btn btn-neutral float-left" title="The Level Editor" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left" aria-hidden="true"></span> Previous</a>
-        <a href="../importing_resources/index.html" class="btn btn-neutral float-right" title="Importing Resources" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right" aria-hidden="true"></span></a>
+        <a href="level_viewport.html" class="btn btn-neutral float-right" title="Level Viewport" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right" aria-hidden="true"></span></a>
     </div>
     </div>
 
 
   <hr/>
   <hr/>
 
 
   <div role="contentinfo">
   <div role="contentinfo">
     <p>&#169; <a href="../copyright.html">Copyright</a> Except where otherwise noted, content on this page is licensed under a CC-BY-SA 4.0 Int. License.
     <p>&#169; <a href="../copyright.html">Copyright</a> Except where otherwise noted, content on this page is licensed under a CC-BY-SA 4.0 Int. License.
-      <span class="lastupdated">Last updated on Feb 10, 2026.
+      <span class="lastupdated">Last updated on Feb 13, 2026.
       </span></p>
       </span></p>
   </div>
   </div>
 
 

+ 335 - 0
html/master/level_editor/level_viewport.html

@@ -0,0 +1,335 @@
+<!DOCTYPE html>
+<html class="writer-html5" lang="en" >
+<head>
+  <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
+
+    <meta property="article:modified_time" content="2026-02-13T17:50:11+00:00" /><meta property="og:title" content="Level Viewport" />
+<meta property="og:type" content="website" />
+<meta property="og:url" content="https://docs.crownengine.org/html/latest/level_editor/level_viewport.html" />
+<meta property="og:site_name" content="Crown 0.60.0 Manual" />
+<meta property="og:description" content="This section describes how to navigate the Level Viewport so you can inspect, edit, and compose scenes comfortably. The viewport supports both quick, mouse-only navigation for casual inspection and more precise, keyboard-plus- mouse controls for editing and layout work. Basic ..." />
+<meta property="og:image" content="https://docs.crownengine.org/html/latest/_images/selected_cube.png" />
+<meta property="og:image:alt" content="Crown 0.60.0 Manual" />
+<meta name="description" content="This section describes how to navigate the Level Viewport so you can inspect, edit, and compose scenes comfortably. The viewport supports both quick, mouse-only navigation for casual inspection and more precise, keyboard-plus- mouse controls for editing and layout work. Basic ..." />
+
+  <meta name="viewport" content="width=device-width, initial-scale=1.0" />
+  <title>Level Viewport &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
+      <link rel="stylesheet" href="../_static/pygments.css" type="text/css" />
+      <link rel="stylesheet" href="../_static/css/theme.css" type="text/css" />
+      <link rel="stylesheet" href="../_static/css/custom.css" type="text/css" />
+    <link rel="shortcut icon" href="../_static/org.crownengine.Crown.svg"/>
+    <link rel="canonical" href="https://docs.crownengine.org/html/latest/level_editor/level_viewport.html" />
+  <!--[if lt IE 9]>
+    <script src="../_static/js/html5shiv.min.js"></script>
+  <![endif]-->
+  
+        <script data-url_root="../" id="documentation_options" src="../_static/documentation_options.js"></script>
+        <script src="../_static/jquery.js"></script>
+        <script src="../_static/underscore.js"></script>
+        <script src="../_static/doctools.js"></script>
+    <script src="../_static/js/theme.js"></script>
+    <link rel="index" title="Index" href="../genindex.html" />
+    <link rel="search" title="Search" href="../search.html" />
+    <link rel="copyright" title="Copyright" href="../copyright.html" />
+    <link rel="next" title="Importing Resources" href="../importing_resources/index.html" />
+    <link rel="prev" title="Editor overview" href="level_editor.html" /> 
+</head>
+
+<body class="wy-body-for-nav"> 
+  <div class="wy-grid-for-nav">
+    <nav data-toggle="wy-nav-shift" class="wy-nav-side">
+      <div class="wy-side-scroll">
+        <div class="wy-side-nav-search" >
+            <a href="../index.html">
+            <img src="../_static/org.crownengine.Crown.svg" class="logo" alt="Logo"/>
+          </a>
+              <div class="version">
+                Crown 0.60.0 Manual
+              </div>
+<div role="search">
+  <form id="rtd-search-form" class="wy-form" action="../search.html" method="get">
+    <input type="text" name="q" placeholder="Search docs" />
+    <input type="hidden" name="check_keywords" value="yes" />
+    <input type="hidden" name="area" value="default" />
+  </form>
+</div>
+        </div><div class="wy-menu wy-menu-vertical" data-spy="affix" role="navigation" aria-label="Navigation menu">
+              <ul class="current">
+<li class="toctree-l1"><a class="reference internal" href="../changelog.html">Changelog</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../introduction.html">Introduction</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../installing_crown/index.html">Installing Crown</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../getting_started/index.html">Getting Started</a></li>
+<li class="toctree-l1 current"><a class="reference internal" href="index.html">The Level Editor</a><ul class="current">
+<li class="toctree-l2"><a class="reference internal" href="level_editor.html">Editor overview</a></li>
+<li class="toctree-l2 current"><a class="current reference internal" href="#">Level Viewport</a><ul>
+<li class="toctree-l3"><a class="reference internal" href="#basic-mouse-navigation">Basic mouse navigation</a></li>
+<li class="toctree-l3"><a class="reference internal" href="#keyboard-mouse-navigation">Keyboard + mouse navigation</a></li>
+<li class="toctree-l3"><a class="reference internal" href="#flythrough-navigation">Flythrough navigation</a></li>
+<li class="toctree-l3"><a class="reference internal" href="#selecting-objects">Selecting objects</a><ul>
+<li class="toctree-l4"><a class="reference internal" href="#multiple-selection">Multiple selection</a></li>
+</ul>
+</li>
+<li class="toctree-l3"><a class="reference internal" href="#framing-objects">Framing objects</a></li>
+<li class="toctree-l3"><a class="reference internal" href="#placing-objects">Placing objects</a></li>
+<li class="toctree-l3"><a class="reference internal" href="#moving-rotating-and-scaling-objects">Moving, rotating, and scaling objects</a><ul>
+<li class="toctree-l4"><a class="reference internal" href="#move-gizmo">Move gizmo</a></li>
+<li class="toctree-l4"><a class="reference internal" href="#rotate-gizmo">Rotate gizmo</a></li>
+<li class="toctree-l4"><a class="reference internal" href="#scale-gizmo">Scale gizmo</a></li>
+<li class="toctree-l4"><a class="reference internal" href="#local-and-world-axis">Local and World axis</a></li>
+</ul>
+</li>
+<li class="toctree-l3"><a class="reference internal" href="#snapping">Snapping</a><ul>
+<li class="toctree-l4"><a class="reference internal" href="#relative-and-absolute-snapping">Relative and Absolute snapping</a></li>
+</ul>
+</li>
+</ul>
+</li>
+</ul>
+</li>
+<li class="toctree-l1"><a class="reference internal" href="../importing_resources/index.html">Importing Resources</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../gameplay/index.html">Writing Gameplay</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../deploying/index.html">Deploying</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../reference/index.html">Reference</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../lua_api.html">Lua API reference</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../glossary.html">Glossary</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../copyright.html">License</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../hackers/index.html">Hackers</a></li>
+</ul>
+
+        </div>
+      </div>
+    </nav>
+
+    <section data-toggle="wy-nav-shift" class="wy-nav-content-wrap"><nav class="wy-nav-top" aria-label="Mobile navigation menu" >
+          <i data-toggle="wy-nav-top" class="fa fa-bars"></i>
+          <a href="../index.html">Crown 0.60.0 Manual</a>
+      </nav>
+
+      <div class="wy-nav-content">
+        <div class="rst-content">
+          <div role="navigation" aria-label="Page navigation">
+  <ul class="wy-breadcrumbs">
+      <li><a href="../index.html" class="icon icon-home"></a> &raquo;</li>
+          <li><a href="index.html">The Level Editor</a> &raquo;</li>
+      <li>Level Viewport</li>
+      <li class="wy-breadcrumbs-aside">
+            <a href="../_sources/level_editor/level_viewport.rst.txt" rel="nofollow"> View page source</a>
+      </li>
+  </ul>
+  <hr/>
+</div>
+          <div role="main" class="document" itemscope="itemscope" itemtype="http://schema.org/Article">
+           <div itemprop="articleBody">
+             
+  <section id="level-viewport">
+<h1>Level Viewport<a class="headerlink" href="#level-viewport" title="Permalink to this headline">¶</a></h1>
+<p>This section describes how to navigate the Level Viewport so you can inspect,
+edit, and compose scenes comfortably. The viewport supports both quick,
+mouse-only navigation for casual inspection and more precise, keyboard-plus-
+mouse controls for editing and layout work.</p>
+<section id="basic-mouse-navigation">
+<h2>Basic mouse navigation<a class="headerlink" href="#basic-mouse-navigation" title="Permalink to this headline">¶</a></h2>
+<p>If you only need a quick look around, the mouse provides simple and immediate
+controls. Rolling the mouse wheel zooms the camera in and out. Clicking and
+dragging the <code class="docutils literal notranslate"><span class="pre">Middle</span> <span class="pre">Mouse</span> <span class="pre">Button</span></code> orbits the view around the current
+interest point. The orbit center typically coincides with the last framed
+selection, so framing an object first (see the <a class="reference internal" href="#framing-objects"><span class="std std-ref">Framing objects</span></a>
+section) gives you a predictable pivot for orbiting.</p>
+</section>
+<section id="keyboard-mouse-navigation">
+<h2>Keyboard + mouse navigation<a class="headerlink" href="#keyboard-mouse-navigation" title="Permalink to this headline">¶</a></h2>
+<p>For more controlled camera adjustments, combine keyboard modifiers with mouse
+actions.</p>
+<ul class="simple">
+<li><p>Hold <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Alt</span></code> while dragging with the <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Mouse</span> <span class="pre">Button</span></code> to rotate
+around the interest point;</p></li>
+<li><p>Hold <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Alt</span></code> and drag with the <code class="docutils literal notranslate"><span class="pre">Middle</span> <span class="pre">Mouse</span> <span class="pre">Button</span></code> to pan the view
+horizontally and vertically;</p></li>
+<li><p>Hold <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Alt</span></code> and drag with the <code class="docutils literal notranslate"><span class="pre">Right</span> <span class="pre">Mouse</span> <span class="pre">Button</span></code> to zoom in and
+out.</p></li>
+</ul>
+</section>
+<section id="flythrough-navigation">
+<h2>Flythrough navigation<a class="headerlink" href="#flythrough-navigation" title="Permalink to this headline">¶</a></h2>
+<p>When you need to traverse the level at speed, use flythrough mode. Hold the
+<code class="docutils literal notranslate"><span class="pre">Right</span> <span class="pre">Mouse</span> <span class="pre">Button</span></code> to control the camera orientation with the mouse, then
+use the keyboard to move the camera as if you were playing a first-person
+game:</p>
+<ul class="simple">
+<li><p><code class="docutils literal notranslate"><span class="pre">W</span></code> / <code class="docutils literal notranslate"><span class="pre">S</span></code> to move forward and backward;</p></li>
+<li><p><code class="docutils literal notranslate"><span class="pre">A</span></code> / <code class="docutils literal notranslate"><span class="pre">D</span></code> to strafe left and right;</p></li>
+<li><p><code class="docutils literal notranslate"><span class="pre">Q</span></code> / <code class="docutils literal notranslate"><span class="pre">E</span></code> to move the camera up and down.</p></li>
+</ul>
+<p>Flythrough mode is handy for scanning large environments, testing sightlines,
+or checking level flow at player height.</p>
+</section>
+<section id="selecting-objects">
+<h2>Selecting objects<a class="headerlink" href="#selecting-objects" title="Permalink to this headline">¶</a></h2>
+<p>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:</p>
+<img alt="../_images/selected_cube.png" src="../_images/selected_cube.png" />
+<p>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:</p>
+<img alt="../_images/selected_sphere_occluded.png" src="../_images/selected_sphere_occluded.png" />
+<p>To clear the current selection, just left-click an empty area or press
+<code class="docutils literal notranslate"><span class="pre">Shift</span> <span class="pre">+</span> <span class="pre">Ctrl</span> <span class="pre">+</span> <span class="pre">A</span></code>.</p>
+<section id="multiple-selection">
+<h3>Multiple selection<a class="headerlink" href="#multiple-selection" title="Permalink to this headline">¶</a></h3>
+<p>Hold <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Shift</span></code> while left-clicking to add unselected objects to the
+current selection. Conversely, left-click an already selected object to
+remove it from the selection.</p>
+<p>To select multiple objects by area, left-click and drag to draw a selection
+rectangle; any object that intersects that rectangle will be selected.</p>
+<img alt="../_images/box_selection.png" src="../_images/box_selection.png" />
+</section>
+</section>
+<section id="framing-objects">
+<h2>Framing objects<a class="headerlink" href="#framing-objects" title="Permalink to this headline">¶</a></h2>
+<p>Framing centers and zooms the camera on selected objects so you can work on
+them with a consistent viewpoint.</p>
+<p>Select one or more objects and press <code class="docutils literal notranslate"><span class="pre">F</span></code> to frame the current selection; the
+camera will pan and zoom so the selected objects fill the viewport
+comfortably. Press <code class="docutils literal notranslate"><span class="pre">A</span></code> to frame the entire scene.</p>
+<p>Framing is especially useful before orbiting or when you want to set a stable
+interest point for subsequent camera manipulations.</p>
+</section>
+<section id="placing-objects">
+<h2>Placing objects<a class="headerlink" href="#placing-objects" title="Permalink to this headline">¶</a></h2>
+<p>Place content into the scene by entering place mode or by dragging units from
+the Project Browser.</p>
+<p>Press <code class="docutils literal notranslate"><span class="pre">Q</span></code> to enter place mode; the cursor then becomes a placement tool and
+a chosen unit can be spawned with a mouse click. If no unit is selected for
+spawning, clicks have no effect. At any time, press <code class="docutils literal notranslate"><span class="pre">Esc</span></code> to exit placing
+mode: Crown will enter the tool that was active before entering place mode.</p>
+<p>Dragging a Unit directly from the Project Browser into the Level Viewport
+automatically selects the Spawn tool and sets the dragged unit as the current
+spawn candidate.</p>
+<p>Click the <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Mouse</span> <span class="pre">Button</span></code> to place the unit. By default Crown raycasts
+from the camera origin through the mouse cursor to determine the Z height
+where the unit should be positioned. If you click and hold the <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Mouse</span>
+<span class="pre">Button</span></code>, then move the mouse, Crown will place the unit at any XY location
+on the horizontal plane defined by the height where you first clicked. This
+lets you position objects precisely along a fixed elevation.</p>
+</section>
+<section id="moving-rotating-and-scaling-objects">
+<h2>Moving, rotating, and scaling objects<a class="headerlink" href="#moving-rotating-and-scaling-objects" title="Permalink to this headline">¶</a></h2>
+<p>Transform objects with the standard <code class="docutils literal notranslate"><span class="pre">W</span></code>, <code class="docutils literal notranslate"><span class="pre">E</span></code>, and <code class="docutils literal notranslate"><span class="pre">R</span></code> keys to enter
+Move, Rotate, and Scale modes respectively.</p>
+<p>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.</p>
+<img alt="../_images/move_rotate_scale.png" src="../_images/move_rotate_scale.png" />
+<section id="move-gizmo">
+<h3>Move gizmo<a class="headerlink" href="#move-gizmo" title="Permalink to this headline">¶</a></h3>
+<ul class="simple">
+<li><p>Left-click and drag an axis handle to move the object along that axis.</p></li>
+<li><p>Drag the small red, green, or blue rectangles to move the object constrained
+to the XY, YZ, or ZX plane respectively.</p></li>
+<li><p>Drag the small gray circle at the gizmo origin to move the object on the
+plane parallel to the camera view.</p></li>
+</ul>
+</section>
+<section id="rotate-gizmo">
+<h3>Rotate gizmo<a class="headerlink" href="#rotate-gizmo" title="Permalink to this headline">¶</a></h3>
+<ul class="simple">
+<li><p>Drag any red, green, or blue arc to rotate the object around the X, Y, or Z
+axis.</p></li>
+<li><p>Drag the large gray circle to rotate the object around the axis that is
+perpendicular to the camera view plane.</p></li>
+</ul>
+</section>
+<section id="scale-gizmo">
+<h3>Scale gizmo<a class="headerlink" href="#scale-gizmo" title="Permalink to this headline">¶</a></h3>
+<ul class="simple">
+<li><p>Drag an axis handle to scale the object along that axis.</p></li>
+<li><p>Drag the colored rectangles (for example red-green to scale on the XY plane)
+to scale across the respective plane.</p></li>
+<li><p>Drag the large gray circle to scale uniformly on all axes at once.</p></li>
+</ul>
+</section>
+<section id="local-and-world-axis">
+<h3>Local and World axis<a class="headerlink" href="#local-and-world-axis" title="Permalink to this headline">¶</a></h3>
+<p>Normally, gizmo axes are aligned to the local coordinate system of the
+selected object. That makes transforms intuitive when you want to move,
+rotate, or scale an object relative to its own orientation. However, when an
+object is rotated inconveniently, local axes can make it difficult to perform
+edits that must align to the scene or the world origin.</p>
+<p>Switching to the <code class="docutils literal notranslate"><span class="pre">World</span> <span class="pre">Axis</span></code> mode forces all gizmos to align to the world
+coordinate system regardless of the selected object’s local transformations.</p>
+<p>Toggle axis mode using the Local/World Axis control in the toolbar:</p>
+<img alt="../_images/local_world_axis.svg" src="../_images/local_world_axis.svg" /></section>
+</section>
+<section id="snapping">
+<h2>Snapping<a class="headerlink" href="#snapping" title="Permalink to this headline">¶</a></h2>
+<p>By default Crown lets you position and rotate objects freely. When you require
+precision, enable grid and angle snapping to constrain transforms to fixed
+increments. Toggle snapping by clicking the <code class="docutils literal notranslate"><span class="pre">Snap</span> <span class="pre">To</span> <span class="pre">Grid</span></code> button on the
+toolbar:</p>
+<img alt="../_images/toolbar_snap_to_grid.svg" src="../_images/toolbar_snap_to_grid.svg" /><p>With snapping enabled, movement and rotation will snap to the configured grid
+size and snap angle. Hold <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Ctrl</span></code> while performing a transform to
+temporarily disable snapping and make a single free adjustment.</p>
+<p>Change the grid cell size or the snap angle with <code class="docutils literal notranslate"><span class="pre">Ctrl+G</span></code> and <code class="docutils literal notranslate"><span class="pre">Ctrl+H</span></code>
+respectively. These shortcuts open dialogs where you can type exact numeric
+values for the grid spacing and angle increment:</p>
+<img alt="../_images/grid_size_dialog.png" src="../_images/grid_size_dialog.png" />
+<section id="relative-and-absolute-snapping">
+<h3>Relative and Absolute snapping<a class="headerlink" href="#relative-and-absolute-snapping" title="Permalink to this headline">¶</a></h3>
+<p>Crown offers two snapping coordinate modes. In Relative Snapping mode the
+snapping grid origin is aligned to the origin of the object being
+transformed; this makes the grid move together with the object and is
+convenient for local adjustments.</p>
+<p>In Absolute Snapping mode the snapping grid is fixed at the world origin,
+which is useful for aligning multiple objects to a common global grid.</p>
+<p>Switch between the two modes using the <code class="docutils literal notranslate"><span class="pre">Relative</span> <span class="pre">Snap</span></code> and <code class="docutils literal notranslate"><span class="pre">Absolute</span> <span class="pre">Snap</span></code>
+toolbar buttons.</p>
+<img alt="../_images/relative_absolute_snap.svg" src="../_images/relative_absolute_snap.svg" /></section>
+</section>
+</section>
+
+
+           </div>
+          </div>
+          <footer><div class="rst-footer-buttons" role="navigation" aria-label="Footer">
+        <a href="level_editor.html" class="btn btn-neutral float-left" title="Editor overview" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left" aria-hidden="true"></span> Previous</a>
+        <a href="../importing_resources/index.html" class="btn btn-neutral float-right" title="Importing Resources" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right" aria-hidden="true"></span></a>
+    </div>
+
+  <hr/>
+
+  <div role="contentinfo">
+    <p>&#169; <a href="../copyright.html">Copyright</a> Except where otherwise noted, content on this page is licensed under a CC-BY-SA 4.0 Int. License.
+      <span class="lastupdated">Last updated on Feb 13, 2026.
+      </span></p>
+  </div>
+
+  Built with <a href="https://www.sphinx-doc.org/">Sphinx</a> using a
+    <a href="https://github.com/readthedocs/sphinx_rtd_theme">theme</a>
+    provided by <a href="https://readthedocs.org">Read the Docs</a>.
+   
+
+</footer>
+        </div>
+      </div>
+    </section>
+  </div>
+  <script>
+      jQuery(function () {
+          SphinxRtdTheme.Navigation.enable(true);
+      });
+  </script>
+    <!-- Theme Analytics -->
+    <script async src="https://www.googletagmanager.com/gtag/js?id=G-XNVGCMNDZH"></script>
+    <script>
+      window.dataLayer = window.dataLayer || [];
+      function gtag(){dataLayer.push(arguments);}
+      gtag('js', new Date());
+
+      gtag('config', 'G-XNVGCMNDZH', {
+          'anonymize_ip': true,
+      });
+    </script> 
+
+</body>
+</html>

BIN
html/master/objects.inv


Файловите разлики са ограничени, защото са твърде много
+ 0 - 0
html/master/searchindex.js


Файловите разлики са ограничени, защото са твърде много
+ 0 - 0
html/master/sitemap.xml


Някои файлове не бяха показани, защото твърде много файлове са промени