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28 mainītis faili ar 432 papildinājumiem un 102 dzēšanām
  1. 12 3
      html/master/_sources/getting_started/create_new_project.rst.txt
  2. 12 3
      html/master/_sources/getting_started/for_the_impatient.rst.txt
  3. 12 3
      html/master/_sources/getting_started/import_existing_project.rst.txt
  4. 4 1
      html/master/_sources/importing_resources/importing_fonts.rst.txt
  5. 12 3
      html/master/_sources/importing_resources/importing_resources.rst.txt
  6. 20 5
      html/master/_sources/importing_resources/importing_scenes.rst.txt
  7. 8 2
      html/master/_sources/importing_resources/importing_sprites.rst.txt
  8. 16 4
      html/master/_sources/level_editor/console.rst.txt
  9. 4 1
      html/master/_sources/level_editor/level_editor.rst.txt
  10. 32 8
      html/master/_sources/level_editor/level_viewport.rst.txt
  11. 20 5
      html/master/_sources/level_editor/project_browser.rst.txt
  12. 8 2
      html/master/_sources/level_editor/texture_settings.rst.txt
  13. 4 1
      html/master/_sources/reference/console_commands.rst.txt
  14. 19 4
      html/master/getting_started/create_new_project.html
  15. 19 4
      html/master/getting_started/for_the_impatient.html
  16. 19 4
      html/master/getting_started/import_existing_project.html
  17. 9 2
      html/master/importing_resources/importing_fonts.html
  18. 19 4
      html/master/importing_resources/importing_resources.html
  19. 33 8
      html/master/importing_resources/importing_scenes.html
  20. 13 3
      html/master/importing_resources/importing_sprites.html
  21. 27 7
      html/master/level_editor/console.html
  22. 9 4
      html/master/level_editor/level_editor.html
  23. 45 5
      html/master/level_editor/level_viewport.html
  24. 32 7
      html/master/level_editor/project_browser.html
  25. 15 5
      html/master/level_editor/texture_settings.html
  26. 9 4
      html/master/reference/console_commands.html
  27. 0 0
      html/master/searchindex.js
  28. 0 0
      html/master/sitemap.xml

+ 12 - 3
html/master/_sources/getting_started/create_new_project.rst.txt

@@ -8,11 +8,17 @@ After closing a project, or whenever starting the Editor, Crown displays the
 Projects List. From here, you can open/manage existing projects or create new
 ones:
 
-.. image:: images/empty_projects_list.png
+.. figure:: images/empty_projects_list.png
+   :align: center
+
+   The Projects List with no projects yet.
 
 Click the ``Create New`` button to start creating a New Project:
 
-.. image:: images/new_project.png
+.. figure:: images/new_project.png
+   :align: center
+
+   The New Project dialog.
 
 First, choose a ``Name`` for your project.  If ``Create Project Folder`` is
 enabled, Crown will automatically create a project folder in the specified
@@ -25,4 +31,7 @@ templates, or leave it to ``None`` to start with a new empty project.
 When you are ready, click ``Create`` button and Crown will create the project
 and open it automatically:
 
-.. image:: images/new_project_editor.png
+.. figure:: images/new_project_editor.png
+   :align: center
+
+   A newly created project opened in the Editor.

+ 12 - 3
html/master/_sources/getting_started/for_the_impatient.rst.txt

@@ -6,7 +6,10 @@ 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.
 
-.. image:: images/temp_project.png
+.. figure:: images/temp_project.png
+   :align: center
+
+   The temporary project created on first launch.
 
 At this point you can either jump straight into the :ref:`level_editor` to get
 a feel for its features, or close the temporary project and create a new one
@@ -14,7 +17,10 @@ yourself, for example, starting from a featureful template.
 
 To close the temporary project, choose ``File`` -> ``Close Project``:
 
-.. image:: images/temp_project_close.png
+.. figure:: images/temp_project_close.png
+   :align: center
+
+   Closing the temporary project from the File menu.
 
 You will be asked whether to save or discard the temporary project. Choose
 ``Save`` to keep your work (the project will then appear in the Projects
@@ -22,7 +28,10 @@ List), or ``Close without Saving`` to discard it. After closing the temporary
 project, Crown opens the Projects List, where you can :ref:`create a new
 project <create_new_project>`.
 
-.. image:: images/temp_project_close_confirmation.png
+.. figure:: images/temp_project_close_confirmation.png
+   :align: center
+
+   Confirmation dialog asking whether to save the temporary project.
 
 Tip: If you plan to continue working on what you created during this session,
 save the temporary project before closing. If you were just experimenting,

+ 12 - 3
html/master/_sources/getting_started/import_existing_project.rst.txt

@@ -5,15 +5,24 @@ Importing an existing project
 Crown projects are just regular folders. If you want to import an existing
 project, click the ``Import...`` button in the projects list:
 
-.. image:: images/empty_projects_list.png
+.. figure:: images/empty_projects_list.png
+   :align: center
+
+   The Projects List with no projects yet.
 
 Then, select the folder containing the project and click the ``Open`` button:
 
-.. image:: images/import_project_select_folder.png
+.. figure:: images/import_project_select_folder.png
+   :align: center
+
+   Selecting an existing project folder to import.
 
 If the project is correctly recognized, Crown will add it to the projects list:
 
-.. image:: images/import_project_projects_list.png
+.. figure:: images/import_project_projects_list.png
+   :align: center
+
+   An imported project listed in the Projects List.
 
 When you are ready, click the ``Open`` button on the newly imported project to
 start working on it.

+ 4 - 1
html/master/_sources/importing_resources/importing_fonts.rst.txt

@@ -1,4 +1,7 @@
 Importing Fonts
 ===============
 
-.. image:: images/import_font.png
+.. figure:: images/import_font.png
+   :align: center
+
+   The font import dialog.

+ 12 - 3
html/master/_sources/importing_resources/importing_resources.rst.txt

@@ -14,13 +14,19 @@ can fine-tune import options.
 Import via Project Browser
 --------------------------
 
-.. image:: images/project_browser_right_click_import.png
+.. figure:: images/project_browser_right_click_import.png
+   :align: center
+
+   Importing resources via the Project Browser context menu.
 
 You can also import files from the Project Browser. Navigate to the target
 folder, right-click the folder, and choose ``Import...`` from the context
 menu. Crown will present a file picker:
 
-.. image:: images/import_dialog.svg
+.. figure:: images/import_dialog.svg
+   :align: center
+
+   The Import dialog for picking files and choosing the resource type.
 
 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
@@ -28,4 +34,7 @@ same file extension can sometimes map to different resource types
 (for example, ``.png`` files can be imported as textures or as sprites). Use
 the resource-type selector to pick the desired resource:
 
-.. image:: images/import_dialog_select_resource_type.svg
+.. figure:: images/import_dialog_select_resource_type.svg
+   :align: center
+
+   Selecting the resource type in the Import dialog.

+ 20 - 5
html/master/_sources/importing_resources/importing_scenes.rst.txt

@@ -7,7 +7,10 @@ Crown can import most useful elements from 3D scenes saved in FBX format. When
 you import an FBX file, Crown opens a dialog where you can select import
 options and choose which parts of the scene to bring into your project:
 
-.. image:: images/import_fbx.png
+.. figure:: images/import_fbx.png
+   :align: center
+
+   The FBX import dialog.
 
 FBX import dialog
 -----------------
@@ -36,13 +39,19 @@ Start by importing the FBX that contains the geometry and skeleton. In the
 Project Browser create or select the target folder, make sure ``Import
 Animations`` is unchecked, then click ``Import`` to begin:
 
-.. image:: images/import_fbx_unchecked_animations.svg
+.. figure:: images/import_fbx_unchecked_animations.svg
+   :align: center
+
+   Disabling animation import when importing geometry and skeleton.
 
 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
 Project Browser:
 
-.. image:: images/project_browser_import_clips_unit_and_skeleton.svg
+.. figure:: images/project_browser_import_clips_unit_and_skeleton.svg
+   :align: center
+
+   Imported unit, skeleton, and related resources in the Project Browser.
 
 2) Importing animation clips
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -56,10 +65,16 @@ dialog:
 * Uncheck ``New Skeleton`` to indicate that the skeleton already exists.
 * Set ``Target Skeleton`` to the skeleton you imported in the previous step.
 
-.. image:: images/import_fbx_select_skeleton.svg
+.. figure:: images/import_fbx_select_skeleton.svg
+   :align: center
+
+   Selecting the target skeleton when importing animation clips.
 
 When the importer finishes, it creates an ``animations`` folder and places the
 imported clips inside it, with correct references to the existing skeleton and
 geometry:
 
-.. image:: images/project_browser_imported_clips.svg
+.. figure:: images/project_browser_imported_clips.svg
+   :align: center
+
+   Imported animation clips in the dedicated ``animations`` folder.

+ 8 - 2
html/master/_sources/importing_resources/importing_sprites.rst.txt

@@ -11,7 +11,10 @@ dedicated target folder first. The importer generates multiple output files
 (sprites, units, materials etc.), so keeping them together makes the project
 easier to manage.
 
-.. image:: images/import_sprite.png
+.. figure:: images/import_sprite.png
+   :align: center
+
+   The Sprite Importer window.
 
 Sprite Importer overview
 ------------------------
@@ -52,7 +55,10 @@ Choose the sprite origin with the ``Pivot`` combobox. The preview area shows
 the pivot position so you can pick the point that makes placement and
 rotation easier.
 
-.. image:: images/sprite_pivot.svg
+.. figure:: images/sprite_pivot.svg
+   :align: center
+
+   The sprite pivot in the preview area.
 
 Collision and physics
 ---------------------

+ 16 - 4
html/master/_sources/level_editor/console.rst.txt

@@ -6,7 +6,10 @@ The Console displays information, warnings, errors, and debug output from the
 Level Editor, the running game, and other engine components. It also lets you
 interact with runtime instances by sending commands and Lua expressions.
 
-.. image:: images/console.png
+.. figure:: images/console.png
+   :align: center
+
+   The Console displaying messages from the editor and runtimes.
 
 Runtime connections
 ===================
@@ -18,7 +21,10 @@ start the game from the Level Editor, Crown switches the Console to
 communicate with the game runtime. You can also select manually which runtime
 the Console talks to using the runtime selector:
 
-.. image:: images/console_runtime_selector.svg
+.. figure:: images/console_runtime_selector.svg
+   :align: center
+
+   The runtime selector in the Console.
 
 Commands
 ========
@@ -39,7 +45,10 @@ expression and prints the result back to the Console. This is useful for
 inspecting state, calling engine APIs, or invoking game code while the game
 is running.
 
-.. image:: images/console_lua_expression.svg
+.. figure:: images/console_lua_expression.svg
+   :align: center
+
+   Evaluating a Lua expression in the Console.
 
 History navigation
 ==================
@@ -57,4 +66,7 @@ instead of plain-text strings. When the Console detects such numeric IDs, it
 attempts to resolve them back to readable names so logs are easier to
 understand:
 
-.. image:: images/console_id_lookup.svg
+.. figure:: images/console_id_lookup.svg
+   :align: center
+
+   Automatic resource ID lookup in the Console.

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

@@ -8,7 +8,10 @@ After opening a :ref:`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:
 
-.. image:: images/editor_overview.svg
+.. figure:: images/editor_overview.svg
+   :align: center
+
+   The Level Editor interface in its default configuration.
 
 The Level Editor is split into several panels:
 

+ 32 - 8
html/master/_sources/level_editor/level_viewport.rst.txt

@@ -52,13 +52,19 @@ 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
+.. figure:: images/selected_cube.png
+   :align: center
+
+   A selected cube highlighted in the Level Viewport.
 
 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
+.. figure:: images/selected_sphere_occluded.png
+   :align: center
+
+   A selected sphere with dimmed highlighting where occluded.
 
 To clear the current selection, just left-click an empty area or press
 ``Shift + Ctrl + A``.
@@ -73,7 +79,10 @@ 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
+.. figure:: images/box_selection.png
+   :align: center
+
+   Box selection in the Level Viewport.
 
 Framing objects
 ===============
@@ -120,7 +129,10 @@ 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
+.. figure:: images/move_rotate_scale.png
+   :align: center
+
+   Move, rotate, and scale gizmos in the Level Viewport.
 
 Move gizmo
 ----------
@@ -161,7 +173,10 @@ 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
+.. figure:: images/local_world_axis.svg
+   :align: center
+
+   Toggling between local and world axis modes.
 
 Snapping
 ========
@@ -171,7 +186,10 @@ 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
+.. figure:: images/toolbar_snap_to_grid.svg
+   :align: center
+
+   The Snap To Grid control in the toolbar.
 
 With snapping enabled, movement and rotation will snap to the configured grid
 size and snap angle. Hold ``Left Ctrl`` while performing a transform to
@@ -181,7 +199,10 @@ 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
+.. figure:: images/grid_size_dialog.png
+   :align: center
+
+   Configuring grid size and snap angle.
 
 Relative and Absolute snapping
 ------------------------------
@@ -197,4 +218,7 @@ 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
+.. figure:: images/relative_absolute_snap.svg
+   :align: center
+
+   Relative and absolute snapping controls.

+ 20 - 5
html/master/_sources/level_editor/project_browser.rst.txt

@@ -6,7 +6,10 @@ The Project Browser is where you view and manage the files and resources that
 make up your project. From here you can create or import new resources, open
 them, organize folders, and pin favorites for quick access.
 
-.. image:: images/project_browser.png
+.. figure:: images/project_browser.png
+   :align: center
+
+   The Project Browser showing folders and resources.
 
 Overview
 ========
@@ -18,7 +21,10 @@ displays the contents of the currently selected folder.
 If you prefer a single unified view that shows files and folders together,
 click the small tree icon at the top-right to toggle the layout mode:
 
-.. image:: images/project_browser_tree_view.svg
+.. figure:: images/project_browser_tree_view.svg
+   :align: center
+
+   The layout toggle in the Project Browser.
 
 Folder View
 ===========
@@ -27,13 +33,19 @@ The Folder View presents the resources inside the selected folder. You can
 switch between a icon view and a compact list view using the button at the
 top-right of the Folder View:
 
-.. image:: images/project_browser_icon_list_view.svg
+.. figure:: images/project_browser_icon_list_view.svg
+   :align: center
+
+   Switching between icon and list views in the Folder View.
 
 Resources such as units, materials, textures and other graphical content use
 thumbnails that show how they will appear at runtime. Other resource types
 use a simple icon.
 
-.. image:: images/project_browser_thumbnails.png
+.. figure:: images/project_browser_thumbnails.png
+   :align: center
+
+   Thumbnail previews for graphical resources in the Project Browser.
 
 Thumbnails generated in Crown are saved in a dedicated OS location so they can
 be used by other programs such as the file manager.
@@ -50,7 +62,10 @@ texture resource on disk consists of the original image file plus a generated
 When you need to inspect the actual files on disk use the button immediately
 to the right of the Search Bar to toggle visibility options:
 
-.. image:: images/project_browser_sorting_filtering.svg
+.. figure:: images/project_browser_sorting_filtering.svg
+   :align: center
+
+   The visibility and sorting controls in the Project Browser.
 
 With the same popup you can also control how the items should be sorted.
 

+ 8 - 2
html/master/_sources/level_editor/texture_settings.rst.txt

@@ -6,7 +6,10 @@ The Texture Settings dialog lets you customize how Crown processes a texture
 for each target platform. To open it, double-click a texture in the
 :ref:`Project Browser`; Crown will display a dialog similar to this:
 
-.. image:: images/texture_settings_dialog.png
+.. figure:: images/texture_settings_dialog.png
+   :align: center
+
+   The Texture Settings dialog.
 
 Overview
 --------
@@ -19,7 +22,10 @@ After selecting platforms, the settings on the right update to reflect the
 current values. If the selected platforms have different values for a given
 option, a dash symbol (—) appears to indicate the inconsistency:
 
-.. image:: images/texture_settings_inconsistent_format.svg
+.. figure:: images/texture_settings_inconsistent_format.svg
+   :align: center
+
+   Inconsistent format values indicated by a dash symbol.
 
 Output
 ------

+ 4 - 1
html/master/_sources/reference/console_commands.rst.txt

@@ -7,7 +7,10 @@ The following are commands that can be typed in the Console tab. In order for a
 command to be interpreted as such, you must prefix it with a colon symbol when
 entering it in the command prompt:
 
-.. image:: images/console_command.png
+.. figure:: images/console_command.png
+   :align: center
+
+   Typing a console command with the ``:`` prefix.
 
 crash
 -----

+ 19 - 4
html/master/getting_started/create_new_project.html

@@ -3,14 +3,14 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2026-02-10T18:33:58+00:00" /><meta property="og:title" content="Creating a new project" />
+    <meta property="article:modified_time" content="2026-02-16T16:34:21+00:00" /><meta property="og:title" content="Creating a new project" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/getting_started/create_new_project.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
-<meta property="og:description" content="After closing a project, or whenever starting the Editor, Crown displays the Projects List. From here, you can open/manage existing projects or create new ones: Click the Create New button to start creating a New Project: First, choose a Name for your project. If Create Projec..." />
+<meta property="og:description" content="After closing a project, or whenever starting the Editor, Crown displays the Projects List. From here, you can open/manage existing projects or create new ones: The Projects List with no projects yet., Click the Create New button to start creating a New Project: The New Projec..." />
 <meta property="og:image" content="https://docs.crownengine.org/html/latest/_images/empty_projects_list.png" />
 <meta property="og:image:alt" content="Crown 0.60.0 Manual" />
-<meta name="description" content="After closing a project, or whenever starting the Editor, Crown displays the Projects List. From here, you can open/manage existing projects or create new ones: Click the Create New button to start creating a New Project: First, choose a Name for your project. If Create Projec..." />
+<meta name="description" content="After closing a project, or whenever starting the Editor, Crown displays the Projects List. From here, you can open/manage existing projects or create new ones: The Projects List with no projects yet., Click the Create New button to start creating a New Project: The New Projec..." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
   <title>Creating a new project &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
@@ -106,9 +106,19 @@
 <p>After closing a project, or whenever starting the Editor, Crown displays the
 Projects List. From here, you can open/manage existing projects or create new
 ones:</p>
+<figure class="align-center" id="id1">
 <img alt="../_images/empty_projects_list.png" src="../_images/empty_projects_list.png" />
+<figcaption>
+<p><span class="caption-text">The Projects List with no projects yet.</span><a class="headerlink" href="#id1" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <p>Click the <code class="docutils literal notranslate"><span class="pre">Create</span> <span class="pre">New</span></code> button to start creating a New Project:</p>
+<figure class="align-center" id="id2">
 <img alt="../_images/new_project.png" src="../_images/new_project.png" />
+<figcaption>
+<p><span class="caption-text">The New Project dialog.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <p>First, choose a <code class="docutils literal notranslate"><span class="pre">Name</span></code> for your project.  If <code class="docutils literal notranslate"><span class="pre">Create</span> <span class="pre">Project</span> <span class="pre">Folder</span></code> is
 enabled, Crown will automatically create a project folder in the specified
 <code class="docutils literal notranslate"><span class="pre">Location</span></code>, based on the project name. Otherwise, create a new empty folder
@@ -117,7 +127,12 @@ yourself, and select it with the <code class="docutils literal notranslate"><spa
 templates, or leave it to <code class="docutils literal notranslate"><span class="pre">None</span></code> to start with a new empty project.</p>
 <p>When you are ready, click <code class="docutils literal notranslate"><span class="pre">Create</span></code> button and Crown will create the project
 and open it automatically:</p>
+<figure class="align-center" id="id3">
 <img alt="../_images/new_project_editor.png" src="../_images/new_project_editor.png" />
+<figcaption>
+<p><span class="caption-text">A newly created project opened in the Editor.</span><a class="headerlink" href="#id3" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 </section>
 
 
@@ -132,7 +147,7 @@ and open it automatically:</p>
 
   <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 10, 2026.
+      <span class="lastupdated">Last updated on Feb 16, 2026.
       </span></p>
   </div>
 

+ 19 - 4
html/master/getting_started/for_the_impatient.html

@@ -3,14 +3,14 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2026-02-10T23:45:50+00:00" /><meta property="og:title" content="For the Impatient" />
+    <meta property="article:modified_time" content="2026-02-16T16:34:21+00:00" /><meta property="og:title" content="For the Impatient" />
 <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: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 Editor overview ..." />
+<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. The temporary project created on first launch., At this point you ca..." />
 <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 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="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. The temporary project created on first launch., At this point you ca..." />
 
   <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>
@@ -106,18 +106,33 @@
 <p>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.</p>
+<figure class="align-center" id="id1">
 <img alt="../_images/temp_project.png" src="../_images/temp_project.png" />
+<figcaption>
+<p><span class="caption-text">The temporary project created on first launch.</span><a class="headerlink" href="#id1" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <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
 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>
+<figure class="align-center" id="id2">
 <img alt="../_images/temp_project_close.png" src="../_images/temp_project_close.png" />
+<figcaption>
+<p><span class="caption-text">Closing the temporary project from the File menu.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <p>You will be asked whether to save or discard the temporary project. Choose
 <code class="docutils literal notranslate"><span class="pre">Save</span></code> to keep your work (the project will then appear in the Projects
 List), or <code class="docutils literal notranslate"><span class="pre">Close</span> <span class="pre">without</span> <span class="pre">Saving</span></code> to discard it. After closing the temporary
 project, Crown opens the Projects List, where you can <a class="reference internal" href="create_new_project.html#create-new-project"><span class="std std-ref">create a new
 project</span></a>.</p>
+<figure class="align-center" id="id3">
 <img alt="../_images/temp_project_close_confirmation.png" src="../_images/temp_project_close_confirmation.png" />
+<figcaption>
+<p><span class="caption-text">Confirmation dialog asking whether to save the temporary project.</span><a class="headerlink" href="#id3" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <p>Tip: If you plan to continue working on what you created during this session,
 save the temporary project before closing. If you were just experimenting,
 discarding it is fine; you can always start a new project from a template
@@ -136,7 +151,7 @@ later.</p>
 
   <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 10, 2026.
+      <span class="lastupdated">Last updated on Feb 16, 2026.
       </span></p>
   </div>
 

+ 19 - 4
html/master/getting_started/import_existing_project.html

@@ -3,14 +3,14 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2025-01-13T16:58:14+00:00" /><meta property="og:title" content="Importing an existing project" />
+    <meta property="article:modified_time" content="2026-02-16T16:34:21+00:00" /><meta property="og:title" content="Importing an existing project" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/getting_started/import_existing_project.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
-<meta property="og:description" content="Crown projects are just regular folders. If you want to import an existing project, click the Import... button in the projects list: Then, select the folder containing the project and click the Open button: If the project is correctly recognized, Crown will add it to the proje..." />
+<meta property="og:description" content="Crown projects are just regular folders. If you want to import an existing project, click the Import... button in the projects list: The Projects List with no projects yet., Then, select the folder containing the project and click the Open button: Selecting an existing project..." />
 <meta property="og:image" content="https://docs.crownengine.org/html/latest/_images/empty_projects_list.png" />
 <meta property="og:image:alt" content="Crown 0.60.0 Manual" />
-<meta name="description" content="Crown projects are just regular folders. If you want to import an existing project, click the Import... button in the projects list: Then, select the folder containing the project and click the Open button: If the project is correctly recognized, Crown will add it to the proje..." />
+<meta name="description" content="Crown projects are just regular folders. If you want to import an existing project, click the Import... button in the projects list: The Projects List with no projects yet., Then, select the folder containing the project and click the Open button: Selecting an existing project..." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
   <title>Importing an existing project &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
@@ -105,11 +105,26 @@
 <h1>Importing an existing project<a class="headerlink" href="#importing-an-existing-project" title="Permalink to this headline">¶</a></h1>
 <p>Crown projects are just regular folders. If you want to import an existing
 project, click the <code class="docutils literal notranslate"><span class="pre">Import...</span></code> button in the projects list:</p>
+<figure class="align-center" id="id1">
 <img alt="../_images/empty_projects_list.png" src="../_images/empty_projects_list.png" />
+<figcaption>
+<p><span class="caption-text">The Projects List with no projects yet.</span><a class="headerlink" href="#id1" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <p>Then, select the folder containing the project and click the <code class="docutils literal notranslate"><span class="pre">Open</span></code> button:</p>
+<figure class="align-center" id="id2">
 <img alt="../_images/import_project_select_folder.png" src="../_images/import_project_select_folder.png" />
+<figcaption>
+<p><span class="caption-text">Selecting an existing project folder to import.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <p>If the project is correctly recognized, Crown will add it to the projects list:</p>
+<figure class="align-center" id="id3">
 <img alt="../_images/import_project_projects_list.png" src="../_images/import_project_projects_list.png" />
+<figcaption>
+<p><span class="caption-text">An imported project listed in the Projects List.</span><a class="headerlink" href="#id3" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <p>When you are ready, click the <code class="docutils literal notranslate"><span class="pre">Open</span></code> button on the newly imported project to
 start working on it.</p>
 </section>
@@ -126,7 +141,7 @@ start working on it.</p>
 
   <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 Jan 13, 2025.
+      <span class="lastupdated">Last updated on Feb 16, 2026.
       </span></p>
   </div>
 

+ 9 - 2
html/master/importing_resources/importing_fonts.html

@@ -3,12 +3,14 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2025-11-27T16:23:47+00:00" /><meta property="og:title" content="Importing Fonts" />
+    <meta property="article:modified_time" content="2026-02-16T16:34:21+00:00" /><meta property="og:title" content="Importing Fonts" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/importing_resources/importing_fonts.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
+<meta property="og:description" content="The font import dialog.," />
 <meta property="og:image" content="https://docs.crownengine.org/html/latest/_images/import_font.png" />
 <meta property="og:image:alt" content="Crown 0.60.0 Manual" />
+<meta name="description" content="The font import dialog.," />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
   <title>Importing Fonts &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
@@ -103,7 +105,12 @@
              
   <section id="importing-fonts">
 <h1>Importing Fonts<a class="headerlink" href="#importing-fonts" title="Permalink to this headline">¶</a></h1>
+<figure class="align-center" id="id1">
 <img alt="../_images/import_font.png" src="../_images/import_font.png" />
+<figcaption>
+<p><span class="caption-text">The font import dialog.</span><a class="headerlink" href="#id1" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 </section>
 
 
@@ -118,7 +125,7 @@
 
   <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 Nov 27, 2025.
+      <span class="lastupdated">Last updated on Feb 16, 2026.
       </span></p>
   </div>
 

+ 19 - 4
html/master/importing_resources/importing_resources.html

@@ -3,7 +3,7 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2026-02-13T16:43:09+00:00" /><meta property="og:title" content="Importing resources" />
+    <meta property="article:modified_time" content="2026-02-16T16:34:21+00:00" /><meta property="og:title" content="Importing resources" />
 <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:site_name" content="Crown 0.60.0 Manual" />
@@ -118,16 +118,31 @@ can fine-tune import options.</p>
 </section>
 <section id="import-via-project-browser">
 <h2>Import via Project Browser<a class="headerlink" href="#import-via-project-browser" title="Permalink to this headline">¶</a></h2>
+<figure class="align-center" id="id2">
 <img alt="../_images/project_browser_right_click_import.png" src="../_images/project_browser_right_click_import.png" />
+<figcaption>
+<p><span class="caption-text">Importing resources via the Project Browser context menu.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <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
 menu. Crown will present a file picker:</p>
-<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
+<figure class="align-center" id="id3">
+<img alt="../_images/import_dialog.svg" src="../_images/import_dialog.svg" /><figcaption>
+<p><span class="caption-text">The Import dialog for picking files and choosing the resource type.</span><a class="headerlink" href="#id3" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+<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
 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
 the resource-type selector to pick the desired resource:</p>
-<img alt="../_images/import_dialog_select_resource_type.svg" src="../_images/import_dialog_select_resource_type.svg" /></section>
+<figure class="align-center" id="id4">
+<img alt="../_images/import_dialog_select_resource_type.svg" src="../_images/import_dialog_select_resource_type.svg" /><figcaption>
+<p><span class="caption-text">Selecting the resource type in the Import dialog.</span><a class="headerlink" href="#id4" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+</section>
 </section>
 
 
@@ -142,7 +157,7 @@ the resource-type selector to pick the desired resource:</p>
 
   <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 class="lastupdated">Last updated on Feb 16, 2026.
       </span></p>
   </div>
 

+ 33 - 8
html/master/importing_resources/importing_scenes.html

@@ -3,14 +3,14 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2026-02-13T16:45:00+00:00" /><meta property="og:title" content="Importing Scenes" />
+    <meta property="article:modified_time" content="2026-02-16T16:34:21+00:00" /><meta property="og:title" content="Importing Scenes" />
 <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:site_name" content="Crown 0.60.0 Manual" />
-<meta property="og:description" content="Crown can import most useful elements from 3D scenes saved in FBX format. When you import an FBX file, Crown opens a dialog where you can select import options and choose which parts of the scene to bring into your project: FBX import dialog: The FBX import dialog is divided i..." />
+<meta property="og:description" content="Crown can import most useful elements from 3D scenes saved in FBX format. When you import an FBX file, Crown opens a dialog where you can select import options and choose which parts of the scene to bring into your project: The FBX import dialog., FBX import dialog: The FBX im..." />
 <meta property="og:image" content="https://docs.crownengine.org/html/latest/_images/import_fbx.png" />
 <meta property="og:image:alt" content="Crown 0.60.0 Manual" />
-<meta name="description" content="Crown can import most useful elements from 3D scenes saved in FBX format. When you import an FBX file, Crown opens a dialog where you can select import options and choose which parts of the scene to bring into your project: FBX import dialog: The FBX import dialog is divided i..." />
+<meta name="description" content="Crown can import most useful elements from 3D scenes saved in FBX format. When you import an FBX file, Crown opens a dialog where you can select import options and choose which parts of the scene to bring into your project: The FBX import dialog., FBX import dialog: The FBX im..." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
   <title>Importing Scenes &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
@@ -116,7 +116,12 @@
 <p>Crown can import most useful elements from 3D scenes saved in FBX format. When
 you import an FBX file, Crown opens a dialog where you can select import
 options and choose which parts of the scene to bring into your project:</p>
+<figure class="align-center" id="id2">
 <img alt="../_images/import_fbx.png" src="../_images/import_fbx.png" />
+<figcaption>
+<p><span class="caption-text">The FBX import dialog.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <section id="fbx-import-dialog">
 <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>
@@ -139,10 +144,20 @@ simplifies asset management and make faster iterations possible.</p>
 <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>
 <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.svg" src="../_images/import_fbx_unchecked_animations.svg" /><p>When the import completes, the unit (geometry), the skeleton, and any other
+<figure class="align-center" id="id3">
+<img alt="../_images/import_fbx_unchecked_animations.svg" src="../_images/import_fbx_unchecked_animations.svg" /><figcaption>
+<p><span class="caption-text">Disabling animation import when importing geometry and skeleton.</span><a class="headerlink" href="#id3" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+<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
 Project Browser:</p>
-<img alt="../_images/project_browser_import_clips_unit_and_skeleton.svg" src="../_images/project_browser_import_clips_unit_and_skeleton.svg" /></section>
+<figure class="align-center" id="id4">
+<img alt="../_images/project_browser_import_clips_unit_and_skeleton.svg" src="../_images/project_browser_import_clips_unit_and_skeleton.svg" /><figcaption>
+<p><span class="caption-text">Imported unit, skeleton, and related resources in the Project Browser.</span><a class="headerlink" href="#id4" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+</section>
 <section id="importing-animation-clips">
 <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
@@ -154,10 +169,20 @@ 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>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>
-<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
+<figure class="align-center" id="id5">
+<img alt="../_images/import_fbx_select_skeleton.svg" src="../_images/import_fbx_select_skeleton.svg" /><figcaption>
+<p><span class="caption-text">Selecting the target skeleton when importing animation clips.</span><a class="headerlink" href="#id5" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+<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
 geometry:</p>
-<img alt="../_images/project_browser_imported_clips.svg" src="../_images/project_browser_imported_clips.svg" /></section>
+<figure class="align-center" id="id6">
+<img alt="../_images/project_browser_imported_clips.svg" src="../_images/project_browser_imported_clips.svg" /><figcaption>
+<p><span class="caption-text">Imported animation clips in the dedicated <code class="docutils literal notranslate"><span class="pre">animations</span></code> folder.</span><a class="headerlink" href="#id6" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+</section>
 </section>
 </section>
 
@@ -173,7 +198,7 @@ geometry:</p>
 
   <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 class="lastupdated">Last updated on Feb 16, 2026.
       </span></p>
   </div>
 

+ 13 - 3
html/master/importing_resources/importing_sprites.html

@@ -3,7 +3,7 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2026-02-14T15:16:47+00:00" /><meta property="og:title" content="Importing Sprites" />
+    <meta property="article:modified_time" content="2026-02-16T16:34:21+00:00" /><meta property="og:title" content="Importing Sprites" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/importing_resources/importing_sprites.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
@@ -117,7 +117,12 @@ and columns. When importing a new spritesheet, it is recommended to create a
 dedicated target folder first. The importer generates multiple output files
 (sprites, units, materials etc.), so keeping them together makes the project
 easier to manage.</p>
+<figure class="align-center" id="id2">
 <img alt="../_images/import_sprite.png" src="../_images/import_sprite.png" />
+<figcaption>
+<p><span class="caption-text">The Sprite Importer window.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <section id="sprite-importer-overview">
 <h2>Sprite Importer overview<a class="headerlink" href="#sprite-importer-overview" title="Permalink to this headline">¶</a></h2>
 <p>The importer window is split into a preview area, a slicing view, and a panel
@@ -152,7 +157,12 @@ tab before importing.</p>
 <p>Choose the sprite origin with the <code class="docutils literal notranslate"><span class="pre">Pivot</span></code> combobox. The preview area shows
 the pivot position so you can pick the point that makes placement and
 rotation easier.</p>
-<img alt="../_images/sprite_pivot.svg" src="../_images/sprite_pivot.svg" /></section>
+<figure class="align-center" id="id3">
+<img alt="../_images/sprite_pivot.svg" src="../_images/sprite_pivot.svg" /><figcaption>
+<p><span class="caption-text">The sprite pivot in the preview area.</span><a class="headerlink" href="#id3" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+</section>
 <section id="collision-and-physics">
 <h2>Collision and physics<a class="headerlink" href="#collision-and-physics" title="Permalink to this headline">¶</a></h2>
 <p>By default Crown generates a collider and physics parameters every time you
@@ -186,7 +196,7 @@ collider:</p>
 
   <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 14, 2026.
+      <span class="lastupdated">Last updated on Feb 16, 2026.
       </span></p>
   </div>
 

+ 27 - 7
html/master/level_editor/console.html

@@ -3,14 +3,14 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2026-02-15T01:23:55+00:00" /><meta property="og:title" content="Console" />
+    <meta property="article:modified_time" content="2026-02-16T16:34:21+00:00" /><meta property="og:title" content="Console" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/level_editor/console.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
-<meta property="og:description" content="The Console displays information, warnings, errors, and debug output from the Level Editor, the running game, and other engine components. It also lets you interact with runtime instances by sending commands and Lua expressions. Runtime connections: Each engine runtime spawned..." />
+<meta property="og:description" content="The Console displays information, warnings, errors, and debug output from the Level Editor, the running game, and other engine components. It also lets you interact with runtime instances by sending commands and Lua expressions. The Console displaying messages from the editor ..." />
 <meta property="og:image" content="https://docs.crownengine.org/html/latest/_images/console.png" />
 <meta property="og:image:alt" content="Crown 0.60.0 Manual" />
-<meta name="description" content="The Console displays information, warnings, errors, and debug output from the Level Editor, the running game, and other engine components. It also lets you interact with runtime instances by sending commands and Lua expressions. Runtime connections: Each engine runtime spawned..." />
+<meta name="description" content="The Console displays information, warnings, errors, and debug output from the Level Editor, the running game, and other engine components. It also lets you interact with runtime instances by sending commands and Lua expressions. The Console displaying messages from the editor ..." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
   <title>Console &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
@@ -116,7 +116,12 @@
 <p>The Console displays information, warnings, errors, and debug output from the
 Level Editor, the running game, and other engine components. It also lets you
 interact with runtime instances by sending commands and Lua expressions.</p>
+<figure class="align-center" id="id1">
 <img alt="../_images/console.png" src="../_images/console.png" />
+<figcaption>
+<p><span class="caption-text">The Console displaying messages from the editor and runtimes.</span><a class="headerlink" href="#id1" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <section id="runtime-connections">
 <h2>Runtime connections<a class="headerlink" href="#runtime-connections" title="Permalink to this headline">¶</a></h2>
 <p>Each engine runtime spawned by the Level Editor is connected via TCP/IP, and
@@ -125,7 +130,12 @@ the Console is set to communicate with the editor runtime itself. When you
 start the game from the Level Editor, Crown switches the Console to
 communicate with the game runtime. You can also select manually which runtime
 the Console talks to using the runtime selector:</p>
-<img alt="../_images/console_runtime_selector.svg" src="../_images/console_runtime_selector.svg" /></section>
+<figure class="align-center" id="id2">
+<img alt="../_images/console_runtime_selector.svg" src="../_images/console_runtime_selector.svg" /><figcaption>
+<p><span class="caption-text">The runtime selector in the Console.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+</section>
 <section id="commands">
 <h2>Commands<a class="headerlink" href="#commands" title="Permalink to this headline">¶</a></h2>
 <p>You can type both commands and Lua expressions in the Command Bar. Use
@@ -141,7 +151,12 @@ expression in the Command Bar and press <code class="docutils literal notranslat
 expression and prints the result back to the Console. This is useful for
 inspecting state, calling engine APIs, or invoking game code while the game
 is running.</p>
-<img alt="../_images/console_lua_expression.svg" src="../_images/console_lua_expression.svg" /></section>
+<figure class="align-center" id="id3">
+<img alt="../_images/console_lua_expression.svg" src="../_images/console_lua_expression.svg" /><figcaption>
+<p><span class="caption-text">Evaluating a Lua expression in the Console.</span><a class="headerlink" href="#id3" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+</section>
 <section id="history-navigation">
 <h2>History navigation<a class="headerlink" href="#history-navigation" title="Permalink to this headline">¶</a></h2>
 <p>The Console keeps a history of executed commands and expressions. Use the <code class="docutils literal notranslate"><span class="pre">Up</span>
@@ -155,7 +170,12 @@ dialog.</p>
 instead of plain-text strings. When the Console detects such numeric IDs, it
 attempts to resolve them back to readable names so logs are easier to
 understand:</p>
-<img alt="../_images/console_id_lookup.svg" src="../_images/console_id_lookup.svg" /></section>
+<figure class="align-center" id="id4">
+<img alt="../_images/console_id_lookup.svg" src="../_images/console_id_lookup.svg" /><figcaption>
+<p><span class="caption-text">Automatic resource ID lookup in the Console.</span><a class="headerlink" href="#id4" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+</section>
 </section>
 
 
@@ -170,7 +190,7 @@ understand:</p>
 
   <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 15, 2026.
+      <span class="lastupdated">Last updated on Feb 16, 2026.
       </span></p>
   </div>
 

+ 9 - 4
html/master/level_editor/level_editor.html

@@ -3,12 +3,12 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2026-02-16T00:35:33+00:00" /><meta property="og:title" content="Editor overview" />
+    <meta property="article:modified_time" content="2026-02-16T16:34:21+00:00" /><meta property="og:title" content="Editor overview" />
 <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: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 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 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 interface in its default configuration., The Level Editor is split into..." />
+<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 interface in its default configuration., The Level Editor is split into..." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
   <title>Editor overview &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
@@ -107,7 +107,12 @@
 <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
 launched and should look similar to the image below:</p>
-<img alt="../_images/editor_overview.svg" src="../_images/editor_overview.svg" /><p>The Level Editor is split into several panels:</p>
+<figure class="align-center" id="id1">
+<img alt="../_images/editor_overview.svg" src="../_images/editor_overview.svg" /><figcaption>
+<p><span class="caption-text">The Level Editor interface in its default configuration.</span><a class="headerlink" href="#id1" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+<p>The Level Editor is split into several panels:</p>
 <table class="docutils align-default">
 <colgroup>
 <col style="width: 7%" />

+ 45 - 5
html/master/level_editor/level_viewport.html

@@ -3,7 +3,7 @@
 <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="article:modified_time" content="2026-02-16T16:34:21+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" />
@@ -173,11 +173,21 @@ or checking level flow at player height.</p>
 <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>
+<figure class="align-center" id="id1">
 <img alt="../_images/selected_cube.png" src="../_images/selected_cube.png" />
+<figcaption>
+<p><span class="caption-text">A selected cube highlighted in the Level Viewport.</span><a class="headerlink" href="#id1" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <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>
+<figure class="align-center" id="id2">
 <img alt="../_images/selected_sphere_occluded.png" src="../_images/selected_sphere_occluded.png" />
+<figcaption>
+<p><span class="caption-text">A selected sphere with dimmed highlighting where occluded.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <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">
@@ -187,7 +197,12 @@ 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>
+<figure class="align-center" id="id3">
 <img alt="../_images/box_selection.png" src="../_images/box_selection.png" />
+<figcaption>
+<p><span class="caption-text">Box selection in the Level Viewport.</span><a class="headerlink" href="#id3" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 </section>
 </section>
 <section id="framing-objects">
@@ -225,7 +240,12 @@ 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>
+<figure class="align-center" id="id4">
 <img alt="../_images/move_rotate_scale.png" src="../_images/move_rotate_scale.png" />
+<figcaption>
+<p><span class="caption-text">Move, rotate, and scale gizmos in the Level Viewport.</span><a class="headerlink" href="#id4" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <section id="move-gizmo">
 <h3>Move gizmo<a class="headerlink" href="#move-gizmo" title="Permalink to this headline">¶</a></h3>
 <ul class="simple">
@@ -264,7 +284,12 @@ 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>
+<figure class="align-center" id="id5">
+<img alt="../_images/local_world_axis.svg" src="../_images/local_world_axis.svg" /><figcaption>
+<p><span class="caption-text">Toggling between local and world axis modes.</span><a class="headerlink" href="#id5" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+</section>
 </section>
 <section id="snapping">
 <h2>Snapping<a class="headerlink" href="#snapping" title="Permalink to this headline">¶</a></h2>
@@ -272,13 +297,23 @@ coordinate system regardless of the selected object’s local transformations.</
 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
+<figure class="align-center" id="id6">
+<img alt="../_images/toolbar_snap_to_grid.svg" src="../_images/toolbar_snap_to_grid.svg" /><figcaption>
+<p><span class="caption-text">The Snap To Grid control in the toolbar.</span><a class="headerlink" href="#id6" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+<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>
+<figure class="align-center" id="id7">
 <img alt="../_images/grid_size_dialog.png" src="../_images/grid_size_dialog.png" />
+<figcaption>
+<p><span class="caption-text">Configuring grid size and snap angle.</span><a class="headerlink" href="#id7" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <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
@@ -289,7 +324,12 @@ convenient for local adjustments.</p>
 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>
+<figure class="align-center" id="id8">
+<img alt="../_images/relative_absolute_snap.svg" src="../_images/relative_absolute_snap.svg" /><figcaption>
+<p><span class="caption-text">Relative and absolute snapping controls.</span><a class="headerlink" href="#id8" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+</section>
 </section>
 </section>
 
@@ -305,7 +345,7 @@ toolbar buttons.</p>
 
   <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 class="lastupdated">Last updated on Feb 16, 2026.
       </span></p>
   </div>
 

+ 32 - 7
html/master/level_editor/project_browser.html

@@ -3,14 +3,14 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2026-02-15T23:23:13+00:00" /><meta property="og:title" content="Project Browser" />
+    <meta property="article:modified_time" content="2026-02-16T16:34:21+00:00" /><meta property="og:title" content="Project Browser" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/level_editor/project_browser.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
-<meta property="og:description" content="The Project Browser is where you view and manage the files and resources that make up your project. From here you can create or import new resources, open them, organize folders, and pin favorites for quick access. Overview: By default the Project Browser is split into two pan..." />
+<meta property="og:description" content="The Project Browser is where you view and manage the files and resources that make up your project. From here you can create or import new resources, open them, organize folders, and pin favorites for quick access. The Project Browser showing folders and resources., Overview: ..." />
 <meta property="og:image" content="https://docs.crownengine.org/html/latest/_images/project_browser.png" />
 <meta property="og:image:alt" content="Crown 0.60.0 Manual" />
-<meta name="description" content="The Project Browser is where you view and manage the files and resources that make up your project. From here you can create or import new resources, open them, organize folders, and pin favorites for quick access. Overview: By default the Project Browser is split into two pan..." />
+<meta name="description" content="The Project Browser is where you view and manage the files and resources that make up your project. From here you can create or import new resources, open them, organize folders, and pin favorites for quick access. The Project Browser showing folders and resources., Overview: ..." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
   <title>Project Browser &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
@@ -118,7 +118,12 @@
 <p>The Project Browser is where you view and manage the files and resources that
 make up your project. From here you can create or import new resources, open
 them, organize folders, and pin favorites for quick access.</p>
+<figure class="align-center" id="id1">
 <img alt="../_images/project_browser.png" src="../_images/project_browser.png" />
+<figcaption>
+<p><span class="caption-text">The Project Browser showing folders and resources.</span><a class="headerlink" href="#id1" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <section id="overview">
 <h2>Overview<a class="headerlink" href="#overview" title="Permalink to this headline">¶</a></h2>
 <p>By default the Project Browser is split into two panes. The top pane shows a
@@ -126,16 +131,31 @@ tree view of the project folders. The bottom pane, called the Folder View,
 displays the contents of the currently selected folder.</p>
 <p>If you prefer a single unified view that shows files and folders together,
 click the small tree icon at the top-right to toggle the layout mode:</p>
-<img alt="../_images/project_browser_tree_view.svg" src="../_images/project_browser_tree_view.svg" /></section>
+<figure class="align-center" id="id2">
+<img alt="../_images/project_browser_tree_view.svg" src="../_images/project_browser_tree_view.svg" /><figcaption>
+<p><span class="caption-text">The layout toggle in the Project Browser.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+</section>
 <section id="folder-view">
 <h2>Folder View<a class="headerlink" href="#folder-view" title="Permalink to this headline">¶</a></h2>
 <p>The Folder View presents the resources inside the selected folder. You can
 switch between a icon view and a compact list view using the button at the
 top-right of the Folder View:</p>
-<img alt="../_images/project_browser_icon_list_view.svg" src="../_images/project_browser_icon_list_view.svg" /><p>Resources such as units, materials, textures and other graphical content use
+<figure class="align-center" id="id3">
+<img alt="../_images/project_browser_icon_list_view.svg" src="../_images/project_browser_icon_list_view.svg" /><figcaption>
+<p><span class="caption-text">Switching between icon and list views in the Folder View.</span><a class="headerlink" href="#id3" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+<p>Resources such as units, materials, textures and other graphical content use
 thumbnails that show how they will appear at runtime. Other resource types
 use a simple icon.</p>
+<figure class="align-center" id="id4">
 <img alt="../_images/project_browser_thumbnails.png" src="../_images/project_browser_thumbnails.png" />
+<figcaption>
+<p><span class="caption-text">Thumbnail previews for graphical resources in the Project Browser.</span><a class="headerlink" href="#id4" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <p>Thumbnails generated in Crown are saved in a dedicated OS location so they can
 be used by other programs such as the file manager.</p>
 </section>
@@ -148,7 +168,12 @@ texture resource on disk consists of the original image file plus a generated
 <code class="docutils literal notranslate"><span class="pre">.texture</span></code> item. Similar grouping applies to other resource types.</p>
 <p>When you need to inspect the actual files on disk use the button immediately
 to the right of the Search Bar to toggle visibility options:</p>
-<img alt="../_images/project_browser_sorting_filtering.svg" src="../_images/project_browser_sorting_filtering.svg" /><p>With the same popup you can also control how the items should be sorted.</p>
+<figure class="align-center" id="id5">
+<img alt="../_images/project_browser_sorting_filtering.svg" src="../_images/project_browser_sorting_filtering.svg" /><figcaption>
+<p><span class="caption-text">The visibility and sorting controls in the Project Browser.</span><a class="headerlink" href="#id5" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+<p>With the same popup you can also control how the items should be sorted.</p>
 </section>
 <section id="searching">
 <h2>Searching<a class="headerlink" href="#searching" title="Permalink to this headline">¶</a></h2>
@@ -179,7 +204,7 @@ search results unless you enable them explicitly by checking <code class="docuti
 
   <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 15, 2026.
+      <span class="lastupdated">Last updated on Feb 16, 2026.
       </span></p>
   </div>
 

+ 15 - 5
html/master/level_editor/texture_settings.html

@@ -3,14 +3,14 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2026-02-14T15:18:11+00:00" /><meta property="og:title" content="Texture Settings" />
+    <meta property="article:modified_time" content="2026-02-16T16:34:21+00:00" /><meta property="og:title" content="Texture Settings" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/level_editor/texture_settings.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
-<meta property="og:description" content="The Texture Settings dialog lets you customize how Crown processes a texture for each target platform. To open it, double-click a texture in the Project Browser; Crown will display a dialog similar to this: Overview: On the left, the Target Platform list shows the platforms yo..." />
+<meta property="og:description" content="The Texture Settings dialog lets you customize how Crown processes a texture for each target platform. To open it, double-click a texture in the Project Browser; Crown will display a dialog similar to this: The Texture Settings dialog., Overview: On the left, the Target Platfo..." />
 <meta property="og:image" content="https://docs.crownengine.org/html/latest/_images/texture_settings_dialog.png" />
 <meta property="og:image:alt" content="Crown 0.60.0 Manual" />
-<meta name="description" content="The Texture Settings dialog lets you customize how Crown processes a texture for each target platform. To open it, double-click a texture in the Project Browser; Crown will display a dialog similar to this: Overview: On the left, the Target Platform list shows the platforms yo..." />
+<meta name="description" content="The Texture Settings dialog lets you customize how Crown processes a texture for each target platform. To open it, double-click a texture in the Project Browser; Crown will display a dialog similar to this: The Texture Settings dialog., Overview: On the left, the Target Platfo..." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
   <title>Texture Settings &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
@@ -119,7 +119,12 @@
 <p>The Texture Settings dialog lets you customize how Crown processes a texture
 for each target platform. To open it, double-click a texture in the
 <a class="reference internal" href="project_browser.html#project-browser"><span class="std std-ref">Project Browser</span></a>; Crown will display a dialog similar to this:</p>
+<figure class="align-center" id="id2">
 <img alt="../_images/texture_settings_dialog.png" src="../_images/texture_settings_dialog.png" />
+<figcaption>
+<p><span class="caption-text">The Texture Settings dialog.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <section id="overview">
 <h2>Overview<a class="headerlink" href="#overview" title="Permalink to this headline">¶</a></h2>
 <p>On the left, the <code class="docutils literal notranslate"><span class="pre">Target</span> <span class="pre">Platform</span></code> list shows the platforms you can
@@ -128,7 +133,12 @@ simultaneously. Use <code class="docutils literal notranslate"><span class="pre"
 <p>After selecting platforms, the settings on the right update to reflect the
 current values. If the selected platforms have different values for a given
 option, a dash symbol (—) appears to indicate the inconsistency:</p>
-<img alt="../_images/texture_settings_inconsistent_format.svg" src="../_images/texture_settings_inconsistent_format.svg" /></section>
+<figure class="align-center" id="id3">
+<img alt="../_images/texture_settings_inconsistent_format.svg" src="../_images/texture_settings_inconsistent_format.svg" /><figcaption>
+<p><span class="caption-text">Inconsistent format values indicated by a dash symbol.</span><a class="headerlink" href="#id3" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
+</section>
 <section id="output">
 <h2>Output<a class="headerlink" href="#output" title="Permalink to this headline">¶</a></h2>
 <p>Output settings control how Crown processes the source image into GPU-ready
@@ -193,7 +203,7 @@ if any.</p>
 
   <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 14, 2026.
+      <span class="lastupdated">Last updated on Feb 16, 2026.
       </span></p>
   </div>
 

+ 9 - 4
html/master/reference/console_commands.html

@@ -3,14 +3,14 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2025-11-27T16:23:47+00:00" /><meta property="og:title" content="Console commands" />
+    <meta property="article:modified_time" content="2026-02-16T16:34:21+00:00" /><meta property="og:title" content="Console commands" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/reference/console_commands.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
-<meta property="og:description" content="The following are commands that can be typed in the Console tab. In order for a command to be interpreted as such, you must prefix it with a colon symbol when entering it in the command prompt: crash: Crash the engine for testing purposes. Accepts the following parameters: div..." />
+<meta property="og:description" content="The following are commands that can be typed in the Console tab. In order for a command to be interpreted as such, you must prefix it with a colon symbol when entering it in the command prompt: Typing a console command with the: prefix., crash: Crash the engine for testing pur..." />
 <meta property="og:image" content="https://docs.crownengine.org/html/latest/_images/console_command.png" />
 <meta property="og:image:alt" content="Crown 0.60.0 Manual" />
-<meta name="description" content="The following are commands that can be typed in the Console tab. In order for a command to be interpreted as such, you must prefix it with a colon symbol when entering it in the command prompt: crash: Crash the engine for testing purposes. Accepts the following parameters: div..." />
+<meta name="description" content="The following are commands that can be typed in the Console tab. In order for a command to be interpreted as such, you must prefix it with a colon symbol when entering it in the command prompt: Typing a console command with the: prefix., crash: Crash the engine for testing pur..." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
   <title>Console commands &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
@@ -113,7 +113,12 @@
 <p>The following are commands that can be typed in the Console tab. In order for a
 command to be interpreted as such, you must prefix it with a colon symbol when
 entering it in the command prompt:</p>
+<figure class="align-center" id="id2">
 <img alt="../_images/console_command.png" src="../_images/console_command.png" />
+<figcaption>
+<p><span class="caption-text">Typing a console command with the <code class="docutils literal notranslate"><span class="pre">:</span></code> prefix.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <section id="crash">
 <h2>crash<a class="headerlink" href="#crash" title="Permalink to this headline">¶</a></h2>
 <p>Crash the engine for testing purposes. Accepts the following parameters:</p>
@@ -199,7 +204,7 @@ or <code class="docutils literal notranslate"><span class="pre">blue</span></cod
 
   <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 Nov 27, 2025.
+      <span class="lastupdated">Last updated on Feb 16, 2026.
       </span></p>
   </div>
 

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