Browse Source

Docs 0.61.0

github-actions[bot] 2 days ago
parent
commit
c70def2a9a
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+</svg>

BIN
html/latest/_images/units.png


+ 24 - 0
html/latest/_sources/changelog.rst.txt

@@ -1,6 +1,30 @@
 Changelog
 =========
 
+.. _v0.61.0:
+
+:ref:`0.61.0 --- 23 Feb 2026 <v0.61.0>`
+---------------------------------------
+
+**New Features and Improvements**
+
+* Tools: added a new HSV color picker.
+* Tools: added a new "flythrough" camera mode for navigating viewports.
+* Tools: added textual tooltips to main object types and prominent interface elements.
+* Tools: crown-launcher can now be executed from any directory.
+* Tools: added the ability to show all files (w/ or w/o extension) as well as mapped directories in the Project Browser.
+* Tools: added the ability to choose which external tool to use for opening models, sounds and fonts.
+* 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 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: added support to stencil testing in shaders.
+* Runtime: changed the semantic of collision filters. See :ref:`Global Physics Config` for details.
+* Runtime: added a new ``collides_with_all_except`` field to the ``collision_filters`` object in the :ref:`Global Physics Config`.
+* Data Compiler: resource packages are now LZ4-compressed.
+* Lua: ``Window.set_cursor_mode()`` will now return a boolean value to indicate if the operation succeeded.
+
 0.60.0 --- 30 Dec 2025
 ----------------------
 

+ 6 - 1
html/latest/_sources/copyright.rst.txt

@@ -9,7 +9,7 @@ The Crown Runtime is released under the MIT License:
 
 ::
 
-	Copyright (c) 2012-2025 Daniele Bartolini et al.
+	Copyright (c) 2012-2026 Daniele Bartolini et al.
 
 	Permission is hereby granted, free of charge, to any person
 	obtaining a copy of this software and associated documentation
@@ -786,3 +786,8 @@ ufbx (MIT)
 ----------
 
 Single source file FBX file loader.
+
+LZ4 (BSD 2-clause)
+------------------
+
+LZ4 - Extremely fast compression.

+ 4 - 2
html/latest/_sources/gameplay/unit_interaction.rst.txt

@@ -6,6 +6,8 @@ At some point you will probably need to reference units from the Lua scripts to
 manipulate their properties, be notified of particular events and make them do
 something interesting.
 
+.. _getting_unit_handles:
+
 Getting Unit handles
 --------------------
 
@@ -28,8 +30,8 @@ spawned in a world this way:
 		-- Do something with Unit u.
 	end
 
-To obtain a specific Unit by name (its name as set in the Level Editor, *not*
-the unit name itself):
+To obtain a specific Unit by name (its name as set in the :ref:`Level Editor
+<Renaming objects>`, *not* the unit name itself):
 
 .. code:: lua
 

+ 2 - 2
html/latest/_sources/getting_started/basic_concepts.rst.txt

@@ -63,8 +63,8 @@ components and hierarchy. Changes to a prefab are automatically propagated to
 every instance of that prefab.
 
 Unit Prefabs are created by saving existing units inside
-the :ref:`level_editor`, or, more commonly, by importing them from
-a :ref:`meshes <importing_meshes>` or :ref:`sprites <importing_sprites>`.
+the :ref:`level_editor`, or, more commonly, by importing them
+from :ref:`scenes <importing_scenes>` or :ref:`sprites <importing_sprites>`.
 
 World
 -----

+ 17 - 5
html/latest/_sources/getting_started/create_new_project.rst.txt

@@ -1,15 +1,24 @@
+.. _create_new_project:
+
 ======================
 Creating a new project
 ======================
 
-When you first launch the Crown Editor, you will be presented with an empty list
-of Projects:
+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:
+
+.. figure:: images/empty_projects_list.png
+   :align: center
 
-.. image:: images/empty_projects_list.png
+   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
@@ -22,4 +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.

+ 39 - 0
html/latest/_sources/getting_started/for_the_impatient.rst.txt

@@ -0,0 +1,39 @@
+=================
+For the Impatient
+=================
+
+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.
+
+.. 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
+yourself, for example, starting from a featureful template.
+
+To close the temporary project, choose ``File`` -> ``Close Project``:
+
+.. 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
+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>`.
+
+.. 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,
+discarding it is fine; you can always start a new project from a template
+later.

+ 12 - 3
html/latest/_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.

+ 7 - 1
html/latest/_sources/getting_started/index.rst.txt

@@ -2,10 +2,16 @@
 Getting Started
 ===============
 
+This section explains how to prepare a project for editing in Crown and
+introduces the basic concepts and terminology used throughout this manual.
+Be sure to read it to avoid confusion later. By the end, you will know how to
+create or import projects and understand how Crown projects are structured at
+a fundamental level.
+
 .. toctree::
 	:maxdepth: 2
 
+	for_the_impatient
 	create_new_project
 	import_existing_project
-	level_editor
 	basic_concepts

+ 0 - 21
html/latest/_sources/getting_started/level_editor.rst.txt

@@ -1,21 +0,0 @@
-.. _level_editor:
-
-Level Editor
-============
-
-After opening a :ref:`project` the Level Editor starts compiling resources and
-when it's done it will look similar to the image below:
-
-.. image:: images/editor_overview.png
-
-The Level Editor is split into several panels:
-
-====== =============== ===========
-Number Name            Description
-====== =============== ===========
-1      Project Browser Shows the current project's contents. Here you can create, import and search for resources, create/delete folders etc.
-2      Console         Displays logs coming from the Level Editor and Runtime instances. You can use it to send :ref:`console_commands` and Lua strings to any connected Runtime.
-3      Inspector       Shows the current selected object's properties.
-4      Level Tree      Displays a hierarchical view of all the objects in the Level.
-5      Level Viewport  Displays the Level being edited.
-====== =============== ===========

+ 3 - 2
html/latest/_sources/hackers/index.rst.txt

@@ -1,5 +1,6 @@
-Hackers
-=======
+==============
+Engine Hackers
+==============
 
 This section of the manual is intended for those who want to understand
 the low-level engine structure in order to modify/extend it.

+ 0 - 2
html/latest/_sources/importing_resources/importing_clips.rst.txt

@@ -1,2 +0,0 @@
-Importing Clips
-===============

+ 42 - 1
html/latest/_sources/importing_resources/importing_fonts.rst.txt

@@ -1,4 +1,45 @@
+===============
 Importing Fonts
 ===============
 
-.. image:: images/import_font.png
+Crown can import fonts from popular font file formats. Importing a font produces
+a ``.font`` resource (a map of glyphs), an accompanying ``.texture`` resource
+(an atlas containing all the glyphs) and a ``.material`` resource suitable for
+drawing text.
+
+.. figure:: images/import_font.png
+   :align: center
+
+   The Import Font dialog.
+
+Dialog overview
+===============
+
+On the left, the importer shows a preview of the final texture atlas. On the
+right you can set various parameters that control which characters are included
+in the atlas and their size. This size does not have to match the size used when
+drawing text, but it is good practice to keep them similar to avoid scaling
+artifacts.
+
+Renaming the font
+=================
+
+Font files are often named with variants and other details embedded in the
+filename. If you prefer a simpler name, you can rename the font before
+importing by entering it in the ``Name`` field.
+
+Atlas generation
+================
+
+The atlas dimensions are shown in ``Atlas size``. They are determined
+automatically from the font ``Size`` and the selected ``Charset``. Enter the
+desired font size and press ``Enter``; Crown will regenerate the atlas and
+update the preview. Glyphs are packed as tightly as possible to keep the
+atlas small and avoid runtime performance issues.
+
+Custom charset
+==============
+
+By default Crown provides several common character sets in the ``Charset``
+dropdown. For a custom range, use ``Range min`` and ``Range max`` to set the
+first and last Unicode code point to include in the font.

+ 0 - 6
html/latest/_sources/importing_resources/importing_meshes.rst.txt

@@ -1,6 +0,0 @@
-.. _importing_meshes:
-
-Importing Meshes
-================
-
-.. image:: images/import_fbx.png

+ 40 - 0
html/latest/_sources/importing_resources/importing_resources.rst.txt

@@ -0,0 +1,40 @@
+.. _importing_resources:
+
+Importing resources
+===================
+
+Drag-and-drop
+-------------
+
+The quickest way to import assets into a Crown project is to drag-and-drop
+files from your file manager into the Project Browser. Crown will detect the
+resource types automatically and open an appropriate importer dialog so you
+can fine-tune import options.
+
+Import via Project Browser
+--------------------------
+
+.. 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:
+
+.. 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
+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:
+
+.. figure:: images/import_dialog_select_resource_type.svg
+   :align: center
+
+   Selecting the resource type in the Import dialog.

+ 80 - 0
html/latest/_sources/importing_resources/importing_scenes.rst.txt

@@ -0,0 +1,80 @@
+.. _importing_scenes:
+
+Importing Scenes
+================
+
+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:
+
+.. figure:: images/import_fbx.png
+   :align: center
+
+   The FBX import dialog.
+
+FBX import dialog
+-----------------
+
+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
+  animations, you can ignore this section.
+
+One FBX per clip
+----------------
+
+A common workflow for animated 3D models is to export the geometry and
+skeleton together in one FBX file, and export each animation clip as a
+separate FBX file. Crown supports and recommends this approach because it
+simplifies asset management and make faster iterations possible.
+
+To import models organized in this way, always follow these 2 steps:
+
+1) Importing geometry and skeleton
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+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:
+
+.. 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:
+
+.. 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
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+After importing geometry and skeleton, import the FBX files that contain the
+individual animation clips. Right-click the same folder, choose
+``Import...``, and select the FBX files with the clips. In the importer
+dialog:
+
+* Uncheck the entire **Unit** section to avoid importing any undesired resource.
+* Uncheck ``New Skeleton`` to indicate that the skeleton already exists.
+* Set ``Target Skeleton`` to the skeleton you imported in the previous step.
+
+.. 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:
+
+.. figure:: images/project_browser_imported_clips.svg
+   :align: center
+
+   Imported animation clips in the dedicated ``animations`` folder.

+ 16 - 0
html/latest/_sources/importing_resources/importing_sounds.rst.txt

@@ -1,2 +1,18 @@
+================
 Importing Sounds
 ================
+
+Crown supports importing both short sound effects and longer music tracks.
+Importing any supported audio file produces a ``.sound`` resource in the
+project alongside the original audio file.
+
+Audio streaming
+===============
+
+During project compilation Crown inspects the audio file and chooses an
+appropriate processing strategy:
+
+* Short sound effects are typically preloaded into memory so playback can
+  start with no delay.
+* Long music tracks use the original file compression and are streamed in at
+  runtime to reduce memory usage.

+ 76 - 1
html/latest/_sources/importing_resources/importing_sprites.rst.txt

@@ -1,6 +1,81 @@
 .. _importing_sprites:
 
+=================
 Importing Sprites
 =================
 
-.. image:: images/import_sprite.png
+Crown includes a dedicated spritesheet importer with slicing capabilities that
+let you quickly create Units from images containing sprites arranged in rows
+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.
+
+.. figure:: images/import_sprite.png
+   :align: center
+
+   The Sprite Importer window.
+
+Sprite Importer overview
+------------------------
+
+The importer window is split into a preview area, a slicing view, and a panel
+with import options:
+
+The top-left corner contains two tabs:
+
+* ``Preview``: shows how the sprite will look after import.
+* ``Slices``: displays a grid view to help you choose slicing parameters.
+
+The panel on the right holds slicing parameters and options for rendering and
+phyisics. Most of these settings can be changed after import, so you do not
+need to get everything perfect on the first pass.
+
+Slicing the spritesheet
+-----------------------
+
+Slicing defines how the image is split into individual sprite cells.
+
+* ``Cells``: set the number of columns (X) and rows (Y). This creates an X by
+  Y grid of equally sized cells.
+* ``Auto Size``: when checked, Crown computes the cell size automatically.
+  Uncheck it to enter cell width and height manually.
+* ``Offset``: shift the entire grid horizontally and vertically when cells are
+  not aligned to the image origin.
+* ``Spacing``: add horizontal and vertical spacing between cells when the
+  spritesheet contains padding.
+
+Adjust the grid in the ``Slices`` tab and verify results in the ``Preview``
+tab before importing.
+
+Pivot (sprite origin)
+---------------------
+
+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.
+
+.. figure:: images/sprite_pivot.svg
+   :align: center
+
+   The sprite pivot in the preview area.
+
+Collision and physics
+---------------------
+
+By default Crown generates a collider and physics parameters every time you
+import a sprite. Disable collision generation by unchecking the ``Collision``
+option if you only need a visual unit.
+
+Crown supports three collider shapes for sprites:
+
+* ``Square``
+* ``Circle``
+* ``Capsule``
+
+Use the ``Shape Type`` buttons to switch between them. By default the collider
+is fitted to the cell rectangle determined during slicing. To customize the
+collider:
+
+* Uncheck ``Mirror Cell`` to stop the collider from mirroring the cell bounds.
+* Edit ``Shape Data`` to input collider sizes manually.

+ 14 - 0
html/latest/_sources/importing_resources/importing_textures.rst.txt

@@ -1,2 +1,16 @@
+==================
 Importing Textures
 ==================
+
+Textures are usually added to the project indirectly by higher-level
+importers (for example when :ref:`Importing Scenes` or :ref:`Importing
+Sprites`). You can also import images as standalone textures when you need it
+for UI, materials, or other specialized uses.
+
+When you import a texture, Crown copies the source image into
+the :ref:`project <project>` and creates a ``.texture`` resource file with
+the same name. The ``.texture`` resource stores processing settings for each
+target platform (compression, mipmaps etc.). Crown uses the ``.texture`` file
+at compile time to produce optimized GPU-ready assets.
+
+Open the :ref:`Texture Settings` tool to review or modify processing options.

+ 8 - 3
html/latest/_sources/importing_resources/index.rst.txt

@@ -2,12 +2,17 @@
 Importing Resources
 ===================
 
+Importing resources is the process of bringing externally created digital
+assets into a Crown :ref:`project <project>`. Imported resources such as
+models, textures, sound files etc. are processed by Crown and made available
+for use in Levels, Units, and other project content.
+
 .. toctree::
 	:maxdepth: 2
 
-	importing_meshes
-	importing_clips
+	importing_resources
+	importing_scenes
+	importing_sprites
 	importing_textures
 	importing_sounds
-	importing_sprites
 	importing_fonts

+ 17 - 13
html/latest/_sources/index.rst.txt

@@ -2,17 +2,21 @@ Crown |version| Manual
 ======================
 
 .. toctree::
-	:maxdepth: 2
+    :maxdepth: 2
 
-	changelog
-	introduction
-	installing_crown/index
-	getting_started/index
-	importing_resources/index
-	gameplay/index
-	deploying/index
-	reference/index
-	lua_api
-	glossary
-	copyright
-	hackers/index
+    changelog
+    introduction
+    installing_crown/index
+    getting_started/index
+    level_editor/index
+    importing_resources/index
+    units/index
+    rendering/index
+    physics/index
+    gameplay/index
+    deploying/index
+    reference/index
+    lua_api
+    glossary
+    copyright
+    hackers/index

+ 20 - 5
html/latest/_sources/installing_crown/hardware_requirements.rst.txt

@@ -2,12 +2,27 @@
 Hardware Requirements
 =====================
 
-Please be sure to have at least the following on your machine:
+Crown is designed to minimize resource usage and conserve battery life
+whenever possible. It reduces unnecessary background activity and adapts
+performance to the current workload to avoid wasting power.
 
-	* 64-bit dual-core CPU or higher
-	* OpenGL 3.2+/Direct3D 11 capable graphics card with 512 MB of RAM, 1 GB recommended
-	* 4 GB of RAM, 8 GB recommended
-	* 1366x768 display resolution, 1920x1080 recommended
+The following requirements are intended as a baseline for a smooth editor
+experience. Hardware requirements for running games built with Crown depend
+on each game's complexity and can often be significantly reduced through
+careful optimization/tuning.
+
+Minimum
+-------
+
+	* 64-bit, dual-core CPU
+	* Graphics card with Vulkan 1.0 or Direct3D 11 support and 2 GB VRAM
+	* 4 GB system RAM
+	* 1920x1080 display resolution
 	* Three-button mouse
 
+Recommended
+-----------
 
+	* Quad-core CPU or better
+	* Graphics card with Vulkan 1.0 or Direct3D 11 support and 4 GB+ VRAM
+	* 8 GB+ system RAM

+ 2 - 1
html/latest/_sources/installing_crown/index.rst.txt

@@ -3,7 +3,8 @@ Installing Crown
 ================
 
 This section will guide you through the process of downloading, installing and
-launching Crown on your operating system.
+launching Crown on your operating system. Crown requires no setup, does not
+require an account, and does not need an internet connection during use.
 
 .. toctree::
    :maxdepth: 2

+ 35 - 34
html/latest/_sources/introduction.rst.txt

@@ -6,11 +6,9 @@ What is it?
 -----------
 
 Crown is a complete and cross-platform game engine designed for flexibility,
-performance, and fast-iterations.
-
-It is not limited to a specific game type or genre; rather, it provides a set of
-versatile primitives and tools that can be used to create a broad range of both
-3D and 2D games.
+performance, and fast-iterations. It isn't tied to any specific game type or
+genre; instead, it provides versatile tools and general primitives suitable for
+building a wide range of 3D and 2D games.
 
 .. image:: shots/level-editor.png
 
@@ -24,10 +22,10 @@ versatile primitives and tools that can be used to create a broad range of both
 License
 -------
 
-The games you create with Crown is your sole property. All the data (models,
-textures, levels etc.) and code you produce (including data and code that Crown
-itself outputs) is free for you to use as you wish. See :doc:`copyright` for an
-exhaustive list of the licenses involved.
+The games you create with Crown are your sole property. All the data (models,
+textures, levels etc.) and code you produce (including any data and code
+generated by Crown) are yours to use as you wish. See :doc:`copyright` for a
+comprehensive list of applicable licenses.
 
 Supported platforms
 -------------------
@@ -35,12 +33,12 @@ Supported platforms
 * Runtime
 	* Android 7.0+ (ARMv7-a, ARMv8-a)
 	* HTML5 (Wasm/Emscripten)
-	* Ubuntu 20.04+ (x86_64)
-	* Windows 7+ (x86_64)
+	* Ubuntu 22.04+ (x86_64)
+	* Windows 10+ (x86_64)
 
 * Editor
-	* Ubuntu 20.04+ (or any 64-bit Linux with GTK+ >= 3.24)
-	* Windows 7+
+	* Ubuntu 22.04+ (or any 64-bit Linux with GTK+ >= 3.24)
+	* Windows 10+
 
 Design Principles
 -----------------
@@ -67,25 +65,28 @@ design principles:
 	any work.
 
 * Lightweight Codebase and Runtime
-	The Runtime (plus tools) consist of fewer than 70K lines of code. Written in
-	straightforward 'C-style' C++, it is easily understood and extensible by
-	anyone.
+	The whole engine (runtime + tools) consists of fewer than 100K lines of
+	code. Written in high-performance native languages only, it is easily
+	understood and extensible by anyone.
 
 Features
 --------
 
-* Cross-platform Editor
-	* DCC data importers for models, textures, sounds etc.
-	* Scene Editor with place/move/rotate/scale controls, snapping, selection etc.
+* Cross-platform Editors
+	* DCC data importers for models, textures, sprites, sounds, fonts etc.
+	* Level Editor with place/move/rotate/scale controls, snapping, selection etc.
+	* Dedicated editors for most resource types (Animation, Unit prefabs, Texture Settings etc.)
+	* Object Inspector with component-based workflow.
+	* Project Browser with global searching, multiple view modes, thumbnails etc.
 	* Deployer for Android, HTML5 and desktop platforms.
-	* Project Browser with thumbnails, global searching and multiple view modes.
-	* Scene Tree and object Inspector.
-	* Console with Lua REPL.
+	* Console with Lua REPL and runtime commands.
+	* Undo/redo everywhere, light/dark theme, customizable launchers and much, much more...
 
 * Graphics
+	* D3D11, Vulkan and GLES 3.0 render backends.
 	* High-level 3D & 2D objects (meshes, cameras, lights and sprites).
-	* Physically-based rendering pipeline.
-	* Cross-platform GLSL-like shader programming language.
+	* Physically-based rendering pipeline with metallic workflow.
+	* GLSL-like shader programming language.
 	* 3D skeletal animation.
 	* Animation state machine with events, variables and blending with simple expressions evaluator.
 	* Immediate-mode GUI API with customizable materials.
@@ -93,7 +94,6 @@ Features
 	* Flipbook sprite animation.
 	* FBX and custom mesh formats.
 	* DDS, EXR, JPG, KTX, PNG, PVR and TGA texture formats.
-	* D3D11, GL 3.2 and GLES 2.0 render backends.
 
 * Physics
 	* Static, dynamic and keyframed rigid bodies with multiple colliders.
@@ -103,23 +103,24 @@ Features
 	* Spatial queries: ray-, sphere- and box-casts.
 	* Joints (fixed, spring and hinge).
 
+* Audio
+	* 3D audio sources with position and range-based attenuation.
+	* Sound groups for bulk volume adjustments.
+	* Audio streaming.
+	* Formats: WAV and OGG.
+
 * Scripting
 	* Integrated Lua runtime can be used to control every aspect of the game.
 	* On supported platforms, LuaJIT is used for even higher performances.
 	* Integrated REPL to quickly test and experiment while the game is running.
 	* Live reloading of gameplay code without needing to restart the game.
 
-* Debugging
-	* Integrated profiler and data plotter graph.
-	* C++ and Lua callstack generation.
-
 * Input
 	* Unified interface for mice, keyboards, joypads and touchpads.
 	* Access to sub-frame input events list.
 	* Simplified polling interface for rapid prototyping.
 
-* Audio
-	* 3D audio sources with position and range-based attenuation.
-	* Sound groups for bulk volume adjustments.
-	* Audio streaming.
-	* Formats: WAV and OGG.
+* Debugging
+	* Integrated profiler API and data plotter graph.
+	* C++ and Lua callstack generation.
+

+ 72 - 0
html/latest/_sources/level_editor/console.rst.txt

@@ -0,0 +1,72 @@
+=======
+Console
+=======
+
+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.
+
+.. figure:: images/console.png
+   :align: center
+
+   The Console displaying messages from the editor and runtimes.
+
+Runtime connections
+===================
+
+Each engine runtime spawned by the Level Editor is connected via TCP/IP, and
+the Console is the main UI for communicating with those instances. By default
+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:
+
+.. figure:: images/console_runtime_selector.svg
+   :align: center
+
+   The runtime selector in the Console.
+
+Commands
+========
+
+You can type both commands and Lua expressions in the Command Bar. Use
+commands for low-level testing, profiling, or engine configuration. Commands
+must be prefixed with a colon (``:``) so they are distinguished from Lua
+expressions. Type ``:help`` in the Command Bar to see the available commands.
+
+See :ref:`console commands` for full documentation.
+
+Lua expressions
+===============
+
+You can send arbitrary Lua expressions to the connected runtime. Enter a Lua
+expression in the Command Bar and press ``Enter``. The runtime evaluates the
+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.
+
+.. figure:: images/console_lua_expression.svg
+   :align: center
+
+   Evaluating a Lua expression in the Console.
+
+History navigation
+==================
+
+The Console keeps a history of executed commands and expressions. Use the ``Up
+Arrow`` and ``Down Arrow`` keys to navigate backward and forward through
+recent entries. The maximum history size is configurable from Preferences
+dialog.
+
+Resource ID lookup
+==================
+
+For efficiency, Crown runtimes in most cases use hashed numeric identifiers
+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:
+
+.. figure:: images/console_id_lookup.svg
+   :align: center
+
+   Automatic resource ID lookup in the Console.

+ 22 - 0
html/latest/_sources/level_editor/index.rst.txt

@@ -0,0 +1,22 @@
+============
+Level Editor
+============
+
+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
+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
+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::
+    :maxdepth: 2
+
+    level_editor
+    project_browser
+    console
+    inspector
+    level_tree
+    level_viewport
+    texture_settings

+ 40 - 0
html/latest/_sources/level_editor/inspector.rst.txt

@@ -0,0 +1,40 @@
+=========
+Inspector
+=========
+
+The Inspector lets you view and modify the properties of selected objects in
+the :ref:`Level Viewport`. Select one or more objects to display their
+components and editable fields. Changes made in the Inspector are applied
+immediately and reflected in the Level Viewport.
+
+.. figure:: images/inspector.png
+   :align: center
+
+   The Inspector showing the properties of a Unit.
+
+Expression evaluator
+====================
+
+Numeric entries in the Inspector can evaluate simple mathematical expressions,
+which is handy for precise adjustments. Type an expression and press
+``Enter`` to evaluate it. The special variable ``x`` represents the current
+value in the field. For example, if a field contains ``2``, entering ``x +
+1`` changes it to ``3``.
+
+.. figure:: images/inspector_entry_expression.png
+   :align: center
+
+   A simple expression in a numeric entry.
+
+Revealing resources
+===================
+
+Properties that reference resources include a ``Reveal`` shortcut that opens
+the :ref:`Project Browser` and highlights the referenced resource. The reveal
+action attempts to locate the resource even when the resource type is hidden
+or when the file resides in a mapped source directory that is not shown.
+
+.. figure:: images/inspector_reveal_resource.svg
+   :align: center
+
+   The ``Reveal`` button.

+ 55 - 0
html/latest/_sources/level_editor/level_editor.rst.txt

@@ -0,0 +1,55 @@
+.. _level_editor:
+
+===============
+Editor overview
+===============
+
+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:
+
+.. figure:: images/editor_overview.svg
+   :align: center
+
+   The Level Editor interface in its default configuration.
+
+The Level Editor is split into several panels:
+
+====== ======================= =============
+Number Name                    What it shows
+====== ======================= =============
+1      :ref:`Project Browser`  The current project's contents.
+2      :ref:`Console`          Messages from the Level Editor, the Game and other Runtimes.
+3      :ref:`Inspector`        The properties of the currently selected object.
+4      :ref:`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.
+9      Titlebar                Start/Stop Level button, current level name and edit status.
+====== ======================= =============
+
+Layout customization
+====================
+
+Most panels are optional and can be toggled from the ``View`` menu in the
+Menubar.
+
+The Console can be shown or hidden quickly with the ``Ctrl+``` shortcut. Use
+the same shortcut to jump to the Command Bar in the Console.
+
+Running the game
+================
+
+Press ``F5`` to play the currently edited level. Crown saves a copy of the
+level you are editing and launches it in a separate window. When the level is
+running, the Console automatically connects to the game's runtime and
+switches to communicate with it.
+
+To stop the playtest, close the game window or press the Stop Level button on
+the Titlebar. If the runtime takes too long to stop, it will be forcibly
+terminated. At exit the Console will switch back to communicating with the
+editor's runtime.
+
+To run the full game, choose ``Debug -> Run Game`` from the Menubar. In this
+mode Crown launches the game as it would run for an end user.

+ 35 - 0
html/latest/_sources/level_editor/level_tree.rst.txt

@@ -0,0 +1,35 @@
+==========
+Level Tree
+==========
+
+The Level Tree shows a hierarchical view of the objects in the current Level.
+Use it to inspect structure, organize items, and perform common actions such
+as duplicating, renaming, and saving Units as prefabs.
+
+.. figure:: images/level_tree.png
+   :align: center
+
+   The Level Tree showing some Units in a Level and an empty Sounds folder.
+
+Saving Unit prefabs
+===================
+
+Right-click any Unit in the tree and choose ``Save as Prefab...``. In the file
+dialog that opens, pick a unique name for the prefab and click ``Save``. The
+command creates a reusable prefab resource you can place in other Levels.
+
+Renaming objects
+================
+
+Objects receive an automatic name when created. To give an object a clearer
+name, right-click it in the Level Tree and choose ``Rename...`` from the
+context menu. Descriptive names are useful when you need to refer to objects
+by name from :ref:`gameplay code <getting_unit_handles>`.
+
+Searching and sorting
+=====================
+
+Use the Search Bar at the top of the Level Tree to find objects by name. Begin
+typing and matching objects appear instantly; press ``Esc`` to exit search
+mode. The button to the right of the Search Bar let you choose the sorting
+criteria to change how items are ordered in the tree.

+ 224 - 0
html/latest/_sources/level_editor/level_viewport.rst.txt

@@ -0,0 +1,224 @@
+==============
+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:
+
+.. 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:
+
+.. 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``.
+
+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.
+
+.. figure:: images/box_selection.png
+   :align: center
+
+   Box selection in the Level Viewport.
+
+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.
+
+.. figure:: images/move_rotate_scale.png
+   :align: center
+
+   Move, rotate, and scale gizmos in the Level Viewport.
+
+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:
+
+.. figure:: images/local_world_axis.svg
+   :align: center
+
+   Toggling between local and world axis modes.
+
+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:
+
+.. 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
+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:
+
+.. figure:: images/grid_size_dialog.png
+   :align: center
+
+   Configuring grid size and snap angle.
+
+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.
+
+.. figure:: images/relative_absolute_snap.svg
+   :align: center
+
+   Relative and absolute snapping controls.

+ 87 - 0
html/latest/_sources/level_editor/project_browser.rst.txt

@@ -0,0 +1,87 @@
+===============
+Project Browser
+===============
+
+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.
+
+.. figure:: images/project_browser.png
+   :align: center
+
+   The Project Browser showing folders and resources.
+
+Overview
+========
+
+By default the Project Browser is split into two panes. The top pane shows a
+tree view of the project folders. The bottom pane, called the Folder View,
+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:
+
+.. figure:: images/project_browser_tree_view.svg
+   :align: center
+
+   The layout toggle in the Project Browser.
+
+Folder View
+===========
+
+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:
+
+.. 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.
+
+.. 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.
+
+Files visibility
+================
+
+To keep the Project Browser uncluttered, the UI normally hides auxiliary files
+and shows resources as a single item with trimmed extension. For example, a
+texture resource on disk consists of the original image file plus a generated
+``.texture`` resource file; the browser shows them as one combined
+``.texture`` item. Similar grouping applies to other resource types.
+
+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:
+
+.. 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.
+
+Searching
+=========
+
+The Project Browser offers fast project-wise searching based on keywords.
+Start typing in the Search Bar and matching results appear as you type. Press
+``Escape`` to exit search mode. The Search Bar position may move depending on
+the current view mode (icon view or tree view), but the search behavior
+remains the same.
+
+Search context
+--------------
+
+By default the search covers the project itself (i.e. the main source dir). If
+your project includes mapped source directories, those are excluded from
+search results unless you enable them explicitly by checking ``Show mapped
+dirs`` in the :ref:`visibility controls <Files Visibility>`.

+ 82 - 0
html/latest/_sources/level_editor/texture_settings.rst.txt

@@ -0,0 +1,82 @@
+================
+Texture Settings
+================
+
+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:
+
+.. figure:: images/texture_settings_dialog.png
+   :align: center
+
+   The Texture Settings dialog.
+
+Overview
+--------
+
+On the left, the ``Target Platform`` list shows the platforms you can
+configure. Select one or more platforms to edit their settings
+simultaneously. Use ``Left Ctrl`` to select or deselect multiple entries.
+
+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:
+
+.. figure:: images/texture_settings_inconsistent_format.svg
+   :align: center
+
+   Inconsistent format values indicated by a dash symbol.
+
+Output
+------
+
+Output settings control how Crown processes the source image into GPU-ready
+assets. These settings are applied per platform so you can accommodate each
+platform's performance and form-factor constraints.
+
+Format
+~~~~~~
+
+Choose the output format appropriate for the texture type and platform:
+
+* ``BC1``: RGB color with 1-bit alpha; good for opaque color maps.
+* ``BC2``: RGB color with 4-bits alpha.
+* ``BC3``: RGB color with full alpha.
+* ``BC4``: Single-channel (grayscale); useful for heightmaps, font atlases etc.
+* ``BC5``: Two-channel BC4 useful for tangent-space normal maps.
+* ``PTC14``: RGB compressed format.
+* ``RGB8``: Uncompressed RGB (8-bits per channel).
+* ``RGBA8``: Uncompressed RGBA (8-bits per channel).
+
+For a technical reference on BCn formats, see `Understanding BCn Texture Compression Formats <https://web.archive.org/web/20260120185114/https://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/>`_.
+
+Mip-mapping
+~~~~~~~~~~~
+
+Control mipmap generation with these options:
+
+* ``Generate Mips``: enable or disable automatic mipmap generation.
+* ``Skip Smallest Mips``: skip generation of the N smallest mip levels to save space.
+
+Other flags
+~~~~~~~~~~~
+
+* ``Normal Map``: mark the texture as a normal map. This implies linear color
+  processing.
+* ``Linear``: treat the source as linear data. By default textures are
+  interpreted as sRGB and are converted to linear space during processing;
+  enable ``Linear`` for data textures such as normal maps, LUTs etc.
+* ``Premultiply Alpha`` - premultiply RGB by alpha before encoding. See
+  `here
+  <https://web.archive.org/web/20260110150156/https://shawnhargreaves.com/blog/premultiplied-alpha.html>`_
+  and `here
+  <https://web.archive.org/web/20260103191804/https://shawnhargreaves.com/blog/premultiplied-alpha-and-image-composition.html>`_
+  for details.
+
+Saving changes
+--------------
+
+When you are finished, click the ``Save & Reload`` button at the top right.
+Crown saves the ``.texture`` resource, compiles it for the affected
+platforms, and reloads the texture in all viewports and in the running game
+if any.

+ 7 - 4
html/latest/_sources/lua_api.rst.txt

@@ -1491,10 +1491,13 @@ Window
 	``corner_bottom_left``, ``corner_bottom_right``, ``size_horizontal``,
 	``size_vertical`` or ``wait``.
 
-**set_cursor_mode** (cursor, mode)
-	Sets the mouse cursor *mode* on this window.  Mode can be either ``normal``
-	or ``disabled``.  Setting the mode to ``disabled`` hides the cursor and
-	automatically re-centers it every time it is moved.
+**set_cursor_mode** (mode) : bool
+    Sets the mouse cursor *mode* on this window and returns true if successful.
+    Mode can be either ``normal`` or ``disabled``.  Setting the mode to
+    ``disabled`` hides the cursor and automatically re-centers it every time it
+    is moved. On some platforms or backends disabling the cursor is not allowed
+    or only possible under specific circumnstances (e.g. when the cursor is
+    inside the window rectangle).
 
 World
 =====

+ 111 - 0
html/latest/_sources/physics/global_physics_config.rst.txt

@@ -0,0 +1,111 @@
+=====================
+Global Physics Config
+=====================
+
+The ``global.physics_config`` resource defines physics materials, collision
+filters, and actor classes used by Crown's physics simulation. The file is
+stored in SJSON format and must be edited manually.
+
+Example
+=======
+
+.. code-block::
+
+    materials = {
+        default = { friction = 0.8 restitution = 0.81 }
+    }
+
+    collision_filters = {
+        no_collision = { collides_with = [] }
+        default = { collides_with_all_except = [ "no_collision" ] }
+    }
+
+    actors = {
+        static = { dynamic = false }
+        dynamic = { dynamic = true }
+        keyframed = { dynamic = true kinematic = true disable_gravity = true }
+        trigger = { trigger = true }
+    }
+
+.. _physics_materials:
+
+Materials
+=========
+
+Physics materials define surface response parameters for :ref:`actors
+<Actors>`. Create a new material by adding an entry to the ``materials``
+object:
+
+.. code-block::
+
+    materials = {
+        default = ...
+        slippery = { friction = 0.1 }
+    }
+
+Common material properties:
+
+* ``friction``: general contact friction; larger values increase resistance to
+  sliding.
+* ``rolling_friction``: torsional friction orthogonal to the contact normal;
+  helps stop spheres rolling forever.
+* ``spinning_friction``: torsional friction around the contact normal; useful
+  for grasping.
+* ``restitution``: coefficient of restitution; 1 = perfectly elastic
+  collision, < 1 = inelastic.
+
+Collision filters
+=================
+
+Collision filters control which :ref:`actors <Actors>` interact with which. Define a
+filter by adding an entry to the ``collision_filters`` object:
+
+.. code-block::
+
+    collision_filters = {
+        ...
+        wall = {}
+        player = { collides_with = [ "wall" ] }
+    }
+
+The filter name (for example ``player``) can then be assigned to actors. Use
+``collides_with`` to list specific filters this filter should collide with,
+or ``collides_with_all_except`` to collide with everything except the
+specified filters.
+
+Collision rule
+--------------
+
+Two actors A and B generate collisions if either of the following is true:
+
+* A's filter has B in its ``collides_with`` set, or
+* B's filter has A in its ``collides_with`` set.
+
+Actor classes
+=============
+
+Actor classes are used to specify simulation properties to apply
+to :ref:`Actors`. Define classes inside the ``actors`` object:
+
+.. code-block::
+
+    actors = {
+        static = { dynamic = false }
+        dynamic = { dynamic = true }
+        keyframed = { dynamic = true kinematic = true disable_gravity = true }
+        trigger = { trigger = true }
+    }
+
+Common actor class properties:
+
+* ``linear_damping``: resistance applied to linear motion; useful to slow down
+  objects unaffected by friction.
+* ``angular_damping``: resistance applied to angular motion.
+* ``dynamic``: when true, the actor is simulated each frame by the physics
+  engine. If false, the actor cannot move but just collide.
+* ``kinematic``: when true, the actor is driven externally (animation or code)
+  rather than by physics. Kinematic objects push dynamic objects away but are
+  unaffected by them.
+* ``disable_gravity``: disables gravity for the actor.
+* ``trigger``: actor does not produce collision responses but still generates
+  overlap events.

+ 9 - 0
html/latest/_sources/physics/index.rst.txt

@@ -0,0 +1,9 @@
+=======
+Physics
+=======
+
+.. toctree::
+    :maxdepth: 2
+
+    rigid_bodies
+    global_physics_config

+ 88 - 0
html/latest/_sources/physics/rigid_bodies.rst.txt

@@ -0,0 +1,88 @@
+============
+Rigid Bodies
+============
+
+Crown provides rigid body simulation through the Actor Component. Actors are
+the core objects that participate in the physics simulation, giving realistic
+physical behaviour.
+
+.. figure:: images/actor_component.png
+   :align: center
+
+   The Actor Component shown in the Inspector.
+
+Colliders
+=========
+
+Colliders define an Actor's physical shape. The shape can be derived from mesh
+geometry or specified manually. When using a mesh as the source you can
+choose between fast analytic shapes (``sphere``, ``capsule`` or ``box``) or
+more accurate representations such as ``convex_hull`` or ``mesh``.
+
+.. figure:: images/collider_component.png
+   :align: center
+
+   The Collider Component shown in the Inspector.
+
+Analytic shapes are much cheaper to simulate and are recommended whenever they
+provide acceptable results; use convex or full mesh shapes only when you need
+precise collision geometry.
+
+Only analytic shapes can be specified manually.
+
+Actors
+======
+
+Actors provide physical behaviour to the Unit they are attached to. An Actor
+defines the physical object's :ref:`class <Actor classes>`,
+its :ref:`material <physics_materials>`, :ref:`collision filter <Collision
+filter>`, mass, and other simulation properties.
+
+Actor Class
+-----------
+
+A project defines a set of global actor classes. The default classes are
+described below:
+
+* ``static``: immovable actors, they just collide.
+* ``dynamic``: fully simulated actors affected by forces and collisions.
+* ``keyframed``: actors driven by animation or code; they push away dynamic
+  actors but are not influenced by them.
+* ``trigger``: non-blocking actors used to detect overlap events.
+
+You can define additional classes and tune class behavior in the :ref:`Global
+Physics Config`.
+
+Collision Filter
+----------------
+
+Collision filters control which actors interact with which. The ``default``
+filter applied to new actors allows interaction with other actors using the
+same ``default`` filter. A ``no_collision`` filter is available to make
+actors ignore collisions entirely.
+
+Custom, arbitrarily complex filters can be added and configured via
+the :ref:`Global Physics Config`.
+
+Material
+--------
+
+Materials specify the physical properties of actors. Create new materials in
+the :ref:`Global Physics Config`.
+
+Movers
+======
+
+The Mover Component is a specialized kinematic actor that implements classic
+collide-and-slide behavior and is better suited for character controllers and
+NPCs that require deterministic movement under direct control of the player
+or scripts.
+
+.. figure:: images/mover_component.png
+   :align: center
+
+   The Mover Component shown in the Inspector.
+
+The Mover uses a configurable capsule collider aligned vertically to the world
+Z axis. It supports configurable maximum slope angle to limit climbing and
+adjustable center point.

+ 4 - 1
html/latest/_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
 -----

+ 10 - 0
html/latest/_sources/rendering/index.rst.txt

@@ -0,0 +1,10 @@
+=========
+Rendering
+=========
+
+.. toctree::
+    :maxdepth: 2
+
+    lighting
+    materials
+    shading_environment

+ 86 - 0
html/latest/_sources/rendering/lighting.rst.txt

@@ -0,0 +1,86 @@
+========
+Lighting
+========
+
+Crown provides three light types: directional, omni, and spot. Lights are
+regular :ref:`Units` with a Light Component attached; the component's
+``Type`` property selects the light type. Add a light to the level using
+``Spawn`` -> ``Light`` in the :ref:`Menubar <Editor overview>`.
+
+Directional light
+=================
+
+A directional light illuminates objects from a uniform direction; The
+brightest directional light in a Level (the one with the highest
+``Intensity``) is considered the sun. The sun typically renders shadows for
+the entire level using Cascaded Shadow Maps. Crown adds a default sun unit to
+new levels created from the :ref:`Level Editor <level_editor>`.
+
+.. figure:: images/lights_directional.png
+   :align: center
+
+   A directional light illuminating objects in the Level Viewport.
+
+Local lights
+============
+
+Local lights affect only nearby objects. They expose a maximum range property
+to limit their influence. Keep ranges reasonably small to reduce performance
+cost and to avoid shadowing artifacts; very large ranges can make shadows and
+lighting harder to tune.
+
+Omni light
+----------
+
+Omni lights emit in all directions and are suitable for simulating point light
+sources such as light bulbs, fireplaces and so on.
+
+.. figure:: images/lights_omni.png
+   :align: center
+
+   An omni light illuminating objects in the Level Viewport.
+
+Spot light
+----------
+
+Spot lights emit light inside a cone. Use the Light Component's ``Spot Angle``
+and ``Range`` to shape the cone. Spot lights are appropriate for torches,
+street lights and similar sources.
+
+.. figure:: images/lights_spot.png
+   :align: center
+
+   A spot light illuminating objects in the Level Viewport.
+
+Shadows
+=======
+
+Crown uses different shadow mapping approaches depending on the light type.
+Directional light shadows are rendered with Cascaded Shadow Maps (4 splits).
+Local lights combine tetrahedron mapping and regular shadow maps inside a
+single shadow atlas. Use the :ref:`Render Config` to tune shadow-map
+resolution and related parameters.
+
+Rendering convincing shadows require careful tuning. Two common shadow mapping
+artifacts are shadow acne and peter-panning. Use the Light Component's
+``Shadow Bias`` property to reduce these issues.
+
+The ``Shadow Bias`` offsets depth comparisons to compensate for shadow map
+precision limits. Lower bias values reduce peter-panning but can expose
+shadow acne; higher bias values reduce acne but can cause noticeable
+separation between casting objects and their shadows (peter-panning). Adjust
+bias incrementally to find the best compromise for your Level.
+
+.. figure:: images/shadow_artifacts.png
+   :align: center
+
+   Left: shadow acne (low bias). Right: peter-panning (high bias).
+
+Skydome
+=======
+
+Crown automatically adds an implicit skydome Unit to every new Level created
+with the :ref:`Level Editor <level_editor>`. It is rendered on the current
+camera's far plane and is always centered to it, so it appears infinitely
+distant and does not shift as the camera moves. Its texture and intensity are
+configured via the :ref:`Shading Environment <Global Lighting>`.

+ 59 - 0
html/latest/_sources/rendering/materials.rst.txt

@@ -0,0 +1,59 @@
+=========
+Materials
+=========
+
+Materials in Crown are resources with the ``.material`` extension. They define
+the shading (i.e. the visual appearance) of objects in the scene.
+
+.. figure:: images/materials.png
+   :align: center
+
+   Some materials displayed in the Project Browser.
+
+At the technical level, a material binds a shader together with its options
+and parameters (uniforms and samplers). For example, the built-in
+``core/units/primitive`` material uses the shader named ``mesh`` and assigns
+values appropriate to primitive objects to all uniforms that shader exposes.
+
+Creating Materials
+==================
+
+Materials are normally created indirectly by the :ref:`importers
+<importing_resources>` when you bring in external resources.
+
+For instance:
+
+* Importing a 3D scene automatically generates the required ``.material``
+  resources
+* Importing sprites also produces associated material resources
+
+You can also create standalone materials directly in the :ref:`Level Editor
+<level_editor>`:
+
+1. Open the :ref:`Project Browser`
+2. Right-click inside the target folder
+3. Choose ``New Material...``
+4. Give it a unique name and confirm
+
+Assigning Materials to Units
+============================
+
+Materials are assigned to units through their rendering components. The ``Mesh
+Renderer`` component for example exposes a ``Material`` property.
+
+.. figure:: images/mesh_renderer_material.svg
+   :align: center
+
+   The Material selector in the Mesh Renderer component.
+
+Click the folder icon next to the material's name to open the Material Chooser
+and pick the desired material from the list.
+
+You can also assign materials programmatically at runtime via
+the :ref:`RenderWorld` Lua API.
+
+Modifying Material properties
+=============================
+
+Once a material is assigned, you can modify its properties dynamically from
+Lua scripts using the :ref:`Material` API.

+ 77 - 0
html/latest/_sources/rendering/shading_environment.rst.txt

@@ -0,0 +1,77 @@
+===================
+Shading Environment
+===================
+
+The shading environment is a regular :ref:`unit <Units>` that groups
+components controlling global rendering features. Crown uses the properties
+defined in this unit to drive many aspects of scene rendering.
+
+.. figure:: images/shading_environment.png
+   :align: center
+
+   The Shading Environment unit with some of its components shown in the Inspector.
+
+Custom Shading Environment
+==========================
+
+Every level must contain exactly one shading environment unit named
+``shading_environment``. When you create a new level with the :ref:`Level
+Editor`, Crown inserts a default shading environment unit for that level.
+
+Because the shading environment is a Unit, you can edit its components in the
+Inspector and :ref:`save the unit as a prefab<From the Level Editor>` for
+reuse in other levels.
+
+Default components
+==================
+
+Crown provides a set of components commonly attached to the shading
+environment. These components establish the scene base look and control
+post-processing effects.
+
+Global Lighting
+---------------
+
+The Global Lighting component controls the :ref:`Skydome` and ambient light
+contribution:
+
+* ``Skydome Map``: equirectangular projection texture used to render the skydome
+* ``Skydome Intensity``: multiplier applied to the skydome texture to boost or
+  soften its contribution
+* ``Ambient Color``: base color added to objects when direct lighting is
+  absent
+
+Fog
+---
+
+The Fog component simulates atmospheric scattering between the camera and
+shaded objects:
+
+* ``Color``: fog base color
+* ``Density``: overall fog strength; higher values make distant objects appear
+  foggier
+* ``Range Min`` / ``Range Max``: distances from the camera where fog starts
+  and ends
+* ``Sun Blend``: mixes the :ref:`sun <Directional light>` color into the fog
+  (0 = no sun influence, 1 = fog color replaced by sun color)
+* ``Enabled``: toggle the fog simulation
+
+Bloom
+-----
+
+The Bloom component adds glow around very bright parts of the image.
+
+* ``Weight``: blending weight of the bloom contribution (0 = no bloom contribution, 1 = image is replaced by bloom)
+* ``Intensity``: bloom brightness
+* ``Enabled``: toggle the effect
+
+Tonemap
+-------
+
+The Tonemap component maps the renderer's HDR output to the displayable color
+range of the monitor.
+
+* ``Gamma``: no complex tonemapping, only gamma correction
+* ``Reinhard``
+* ``Filmic``
+* ``ACES``

+ 110 - 0
html/latest/_sources/units/creating_units.rst.txt

@@ -0,0 +1,110 @@
+==============
+Creating Units
+==============
+
+Overview
+========
+
+There are two distinct concepts you need to keep in mind:
+
+- Unit **prefab**: a ``.unit`` resource stored in your project that describes
+  a Unit hierarchy and all its components and properties.
+- Unit **instance**: a concrete instance of that prefab that exists in a
+  running World.
+
+You author and edit prefabs in the tools (Level Editor, Unit Editor and
+importers). At runtime you instantiate prefabs from Lua and manipulate the
+resulting Unit instances.
+
+You do *not* write ``.unit`` files from Lua, and you do *not* author prefabs
+directly from gameplay code.
+
+From the Level Editor
+=====================
+
+Prefabs can be created in a number of ways. Arguably the simplest way  to
+create new Units is to use the :ref:`Level Editor <level_editor>` and then
+save what you have built as a prefab.
+
+1. **Open or create a Level**
+    - Open an existing Level from the :doc:`../level_editor/project_browser`, or
+    - create a new one with ``File`` -> ``New Level``.
+
+2. **Place a Unit in the Level**
+    - Place a new unit with ``Spawn`` -> ``Primitives``, or drag an existing
+      Unit prefab from the Project Browser into
+      the :doc:`../level_editor/level_viewport`
+    - Use the :doc:`../level_editor/inspector` to add or remove components and
+      to fine‑tune their properties
+
+3. **Save the Unit as prefab**
+    - In the :doc:`../level_editor/level_tree`, right‑click the Unit you want
+      to turn into a prefab
+    - Choose ``Save as Prefab...``
+    - In the file dialog, pick a target folder and a unique name, then click
+      ``Save``
+
+The editor will:
+
+- create a new ``.unit`` resource at the chosen location
+- automatically replace the Unit in the Level with an instance of the newly
+  created prefab
+
+From now on:
+
+- editing the prefab will update all instances that use it unless they
+  explicitly override properties or children
+- editing the instance in the Level will create per‑instance overrides
+
+From the Project Browser
+========================
+
+Sometimes you want to start from a blank prefab instead of capturing an
+existing Unit from a Level. You can do this directly from the
+:doc:`../level_editor/project_browser`:
+
+1. Right‑click the folder where you want to create the prefab
+2. Choose ``New Unit...``
+3. Enter a name for the prefab and confirm
+
+This creates an empty ``.unit`` resource that you can then edit:
+
+- by opening it in the Unit Editor, or
+- by selecting any instance that uses the prefab in a Level and clicking
+  ``Open Prefab`` in the :doc:`../level_editor/inspector`.
+
+From imported resources
+=======================
+
+Some importers generate Units automatically as part of their workflow:
+
+- :doc:`../importing_resources/importing_scenes` generates Units for each
+  geometry, light and camera in a FBX file.
+- :doc:`../importing_resources/importing_sprites` generates a Unit prefab,
+  materials and other resources from a spritesheet.
+
+These generated Units appear in the Project Browser like any other ``.unit``
+resource and can be:
+
+- placed in Levels
+- opened and modified in the Unit Editor
+- used as base prefabs for derived units
+
+Spawning Units
+==============
+
+Lua gameplay code never creates new ``.unit`` resources. Instead, it creates
+instances of existing prefabs inside a World. The act of creating unit
+instances at runtime is called **spawning**.
+
+.. code:: lua
+
+   player = World.spawn_unit(world, "units/player/player")
+
+This:
+
+- instantiates the unit ``units/player/player`` into the specified ``world``
+- returns a Unit handle you can store and use from Lua
+
+See :doc:`../gameplay/unit_interaction` for a detailed walkthrough of unit
+handles, Script Component and callbacks.

+ 11 - 0
html/latest/_sources/units/index.rst.txt

@@ -0,0 +1,11 @@
+=====
+Units
+=====
+
+This section explains what Units are, how they work, how they can be created, saved, used, extended etc.
+
+.. toctree::
+    :maxdepth: 2
+
+    introduction
+    creating_units

+ 64 - 0
html/latest/_sources/units/introduction.rst.txt

@@ -0,0 +1,64 @@
+============
+Introduction
+============
+
+Units
+=====
+
+Units are the basic building block in Crown. A Unit represents a single
+logical object in the game world: a character, a light, a prop, and so on.
+
+.. figure:: images/units.png
+   :align: center
+
+   A unit imported from a scene, a camera unit, and a unit representing a sprite.
+
+At the most fundamental level, Units are just numeric IDs that identify a
+specific object in a World. Units on their own are empty. You add Components
+to a Unit to give it behaviour and appearance.
+
+Components
+==========
+
+Contrary to some other engines, in Crown all Unit Components are optional,
+even the Transform Component can be omitted. This way you can have purely
+functional Units with no runtime cost.
+
+.. figure:: images/components.png
+   :align: center
+
+   A "light" unit with its transform component displayed in the Inspector.
+
+Units can have any number of components attached to them, but only one
+component per type is allowed.
+
+Hierarchies
+===========
+
+Units can be organised in parent/child hierarchies. This allows the creation
+of complex units from a number of simpler ones. To create a Unit with two
+lights, for example, you will create separate units each with their own Light
+Component, and then link the two together via a Transform Component.
+
+Prefabs
+=======
+
+A unit saved in the Project as ``.unit`` resource is called Prefab. Prefabs
+are a powerful way to reuse units. Prefabs can store not just a single unit,
+but entire hierarchies with all their components and properties.
+
+A prefab inherits all units and components of its base prefab, if any.
+Inherited units and components in the derived prefab can be removed,
+overridden, or complemented with new units and components.
+
+Modifications to a base prefab are automatically propagated to all derived
+prefabs.
+
+The prebab system can be used to implement many popular patterns and
+techniques. The most common use for a prefab is to leverage its inheritance
+system to implement OOP-style behavior; you could have:
+
+- a base ``enemy`` prefab that defines the common geometry, animations and
+  scripts;
+- derived prefabs such as ``enemy_heavy`` and ``enemy_fast`` that override
+  only materials, health values or behaviour parameters.

+ 1 - 1
html/latest/_static/documentation_options.js

@@ -1,6 +1,6 @@
 var DOCUMENTATION_OPTIONS = {
     URL_ROOT: document.getElementById("documentation_options").getAttribute('data-url_root'),
-    VERSION: '0.60.0',
+    VERSION: '0.61.0',
     LANGUAGE: 'en',
     COLLAPSE_INDEX: false,
     BUILDER: 'html',

+ 35 - 8
html/latest/changelog.html

@@ -3,15 +3,15 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2025-12-30T15:24:21+00:00" /><meta property="og:title" content="Changelog" />
+    <meta property="article:modified_time" content="2026-02-23T16:00:48+00:00" /><meta property="og:title" content="Changelog" />
 <meta property="og:type" content="website" />
 <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:description" content="0.60.0 — 30 Dec 2025: New Features and Improvements Tools: added a new Unit Editor to inspect and modify Unit prefabs., Tools: added a new State Machine Editor for editing 3D skeletal mesh and sprite animations., Tools: added a new Object Editor to inspect and modify via a gen..." />
-<meta name="description" content="0.60.0 — 30 Dec 2025: New Features and Improvements Tools: added a new Unit Editor to inspect and modify Unit prefabs., Tools: added a new State Machine Editor for editing 3D skeletal mesh and sprite animations., Tools: added a new Object Editor to inspect and modify via a gen..." />
+<meta property="og:description" content="0.61.0 — 23 Feb 2026: New Features and Improvements Tools: added a new HSV color picker., Tools: added a new “flythrough” camera mode for navigating viewports., Tools: added textual tooltips to main object types and prominent interface elements., Tools: crown-launcher can now ..." />
+<meta name="description" content="0.61.0 — 23 Feb 2026: New Features and Improvements Tools: added a new HSV color picker., Tools: added a new “flythrough” camera mode for navigating viewports., Tools: added textual tooltips to main object types and prominent interface elements., Tools: crown-launcher can now ..." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
-  <title>Changelog &mdash; Crown 0.60.0 Manual 0.60.0 documentation</title>
+  <title>Changelog &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" />
@@ -30,7 +30,7 @@
     <link rel="search" title="Search" href="search.html" />
     <link rel="copyright" title="Copyright" href="copyright.html" />
     <link rel="next" title="Introduction" href="introduction.html" />
-    <link rel="prev" title="Crown 0.60.0 Manual" href="index.html" /> 
+    <link rel="prev" title="Crown 0.61.0 Manual" href="index.html" /> 
 </head>
 
 <body class="wy-body-for-nav"> 
@@ -54,6 +54,7 @@
         </div><div class="wy-menu wy-menu-vertical" data-spy="affix" role="navigation" aria-label="Navigation menu">
               <ul class="current">
 <li class="toctree-l1 current"><a class="current reference internal" href="#">Changelog</a><ul>
+<li class="toctree-l2"><a class="reference internal" href="#feb-2026"><span class="xref std std-ref">0.61.0 — 23 Feb 2026</span></a></li>
 <li class="toctree-l2"><a class="reference internal" href="#dec-2025">0.60.0 — 30 Dec 2025</a></li>
 <li class="toctree-l2"><a class="reference internal" href="#oct-2025">0.59.0 — 02 Oct 2025</a></li>
 <li class="toctree-l2"><a class="reference internal" href="#aug-2025">0.58.0 — 01 Aug 2025</a></li>
@@ -83,14 +84,18 @@
 <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"><a class="reference internal" href="level_editor/index.html">Level Editor</a></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="units/index.html">Units</a></li>
+<li class="toctree-l1"><a class="reference internal" href="rendering/index.html">Rendering</a></li>
+<li class="toctree-l1"><a class="reference internal" href="physics/index.html">Physics</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>
+<li class="toctree-l1"><a class="reference internal" href="hackers/index.html">Engine Hackers</a></li>
 </ul>
 
         </div>
@@ -119,6 +124,28 @@
              
   <section id="changelog">
 <h1>Changelog<a class="headerlink" href="#changelog" title="Permalink to this headline">¶</a></h1>
+<section id="feb-2026">
+<span id="v0-61-0"></span><h2><a class="reference internal" href="#v0-61-0"><span class="std std-ref">0.61.0 — 23 Feb 2026</span></a><a class="headerlink" href="#feb-2026" title="Permalink to this headline">¶</a></h2>
+<p><strong>New Features and Improvements</strong></p>
+<ul class="simple">
+<li><p>Tools: added a new HSV color picker.</p></li>
+<li><p>Tools: added a new “flythrough” camera mode for navigating viewports.</p></li>
+<li><p>Tools: added textual tooltips to main object types and prominent interface elements.</p></li>
+<li><p>Tools: crown-launcher can now be executed from any directory.</p></li>
+<li><p>Tools: added the ability to show all files (w/ or w/o extension) as well as mapped directories in the Project Browser.</p></li>
+<li><p>Tools: added the ability to choose which external tool to use for opening models, sounds and fonts.</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 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: added support to stencil testing in shaders.</p></li>
+<li><p>Runtime: changed the semantic of collision filters. See <a class="reference internal" href="physics/global_physics_config.html#global-physics-config"><span class="std std-ref">Global Physics Config</span></a> for details.</p></li>
+<li><p>Runtime: added a new <code class="docutils literal notranslate"><span class="pre">collides_with_all_except</span></code> field to the <code class="docutils literal notranslate"><span class="pre">collision_filters</span></code> object in the <a class="reference internal" href="physics/global_physics_config.html#global-physics-config"><span class="std std-ref">Global Physics Config</span></a>.</p></li>
+<li><p>Data Compiler: resource packages are now LZ4-compressed.</p></li>
+<li><p>Lua: <code class="docutils literal notranslate"><span class="pre">Window.set_cursor_mode()</span></code> will now return a boolean value to indicate if the operation succeeded.</p></li>
+</ul>
+</section>
 <section id="dec-2025">
 <h2>0.60.0 — 30 Dec 2025<a class="headerlink" href="#dec-2025" title="Permalink to this headline">¶</a></h2>
 <p><strong>New Features and Improvements</strong></p>
@@ -901,7 +928,7 @@
            </div>
           </div>
           <footer><div class="rst-footer-buttons" role="navigation" aria-label="Footer">
-        <a href="index.html" class="btn btn-neutral float-left" title="Crown 0.60.0 Manual" 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="Crown 0.61.0 Manual" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left" aria-hidden="true"></span> Previous</a>
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@@ -909,7 +936,7 @@
 
   <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 Dec 30, 2025.
+      <span class="lastupdated">Last updated on Feb 23, 2026.
       </span></p>
   </div>
 

+ 16 - 7
html/latest/copyright.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="2025-01-12T15:37:44+00:00" /><meta property="og:title" content="License" />
+    <meta property="article:modified_time" content="2026-02-20T16:37:21+00:00" /><meta property="og:title" content="License" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/copyright.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
@@ -11,7 +11,7 @@
 <meta name="description" content="Crown Runtime: The Crown Runtime is released under the MIT License: Crown Tools: The Crown Tools are released under the GPL-3.0-or-later license: Crown Manual: The Crown Manual is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License or any later v..." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
-  <title>License &mdash; Crown 0.60.0 Manual 0.60.0 documentation</title>
+  <title>License &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" />
@@ -29,7 +29,7 @@
     <link rel="index" title="Index" href="genindex.html" />
     <link rel="search" title="Search" href="search.html" />
     <link rel="copyright" title="Copyright" href="#" />
-    <link rel="next" title="Hackers" href="hackers/index.html" />
+    <link rel="next" title="Engine Hackers" href="hackers/index.html" />
     <link rel="prev" title="Glossary" href="glossary.html" /> 
 </head>
 
@@ -57,7 +57,11 @@
 <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"><a class="reference internal" href="level_editor/index.html">Level Editor</a></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="units/index.html">Units</a></li>
+<li class="toctree-l1"><a class="reference internal" href="rendering/index.html">Rendering</a></li>
+<li class="toctree-l1"><a class="reference internal" href="physics/index.html">Physics</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>
@@ -80,11 +84,12 @@
 <li class="toctree-l3"><a class="reference internal" href="#stb-public-domain">stb (Public domain)</a></li>
 <li class="toctree-l3"><a class="reference internal" href="#tinyexpr-zlib">tinyexpr (Zlib)</a></li>
 <li class="toctree-l3"><a class="reference internal" href="#ufbx-mit">ufbx (MIT)</a></li>
+<li class="toctree-l3"><a class="reference internal" href="#lz4-bsd-2-clause">LZ4 (BSD 2-clause)</a></li>
 </ul>
 </li>
 </ul>
 </li>
-<li class="toctree-l1"><a class="reference internal" href="hackers/index.html">Hackers</a></li>
+<li class="toctree-l1"><a class="reference internal" href="hackers/index.html">Engine Hackers</a></li>
 </ul>
 
         </div>
@@ -116,7 +121,7 @@
 <section id="crown-runtime">
 <h2>Crown Runtime<a class="headerlink" href="#crown-runtime" title="Permalink to this headline">¶</a></h2>
 <p>The Crown Runtime is released under the MIT License:</p>
-<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">Copyright</span> <span class="p">(</span><span class="n">c</span><span class="p">)</span> <span class="mi">2012</span><span class="o">-</span><span class="mi">2025</span> <span class="n">Daniele</span> <span class="n">Bartolini</span> <span class="n">et</span> <span class="n">al</span><span class="o">.</span>
+<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">Copyright</span> <span class="p">(</span><span class="n">c</span><span class="p">)</span> <span class="mi">2012</span><span class="o">-</span><span class="mi">2026</span> <span class="n">Daniele</span> <span class="n">Bartolini</span> <span class="n">et</span> <span class="n">al</span><span class="o">.</span>
 
 <span class="n">Permission</span> <span class="ow">is</span> <span class="n">hereby</span> <span class="n">granted</span><span class="p">,</span> <span class="n">free</span> <span class="n">of</span> <span class="n">charge</span><span class="p">,</span> <span class="n">to</span> <span class="nb">any</span> <span class="n">person</span>
 <span class="n">obtaining</span> <span class="n">a</span> <span class="n">copy</span> <span class="n">of</span> <span class="n">this</span> <span class="n">software</span> <span class="ow">and</span> <span class="n">associated</span> <span class="n">documentation</span>
@@ -879,6 +884,10 @@ are <em>excluded</em> from CC-BY-SA.</p>
 <h3>ufbx (MIT)<a class="headerlink" href="#ufbx-mit" title="Permalink to this headline">¶</a></h3>
 <p>Single source file FBX file loader.</p>
 </section>
+<section id="lz4-bsd-2-clause">
+<h3>LZ4 (BSD 2-clause)<a class="headerlink" href="#lz4-bsd-2-clause" title="Permalink to this headline">¶</a></h3>
+<p>LZ4 - Extremely fast compression.</p>
+</section>
 </section>
 </section>
 
@@ -887,14 +896,14 @@ are <em>excluded</em> from CC-BY-SA.</p>
           </div>
           <footer><div class="rst-footer-buttons" role="navigation" aria-label="Footer">
         <a href="glossary.html" class="btn btn-neutral float-left" title="Glossary" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left" aria-hidden="true"></span> Previous</a>
-        <a href="hackers/index.html" class="btn btn-neutral float-right" title="Hackers" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right" aria-hidden="true"></span></a>
+        <a href="hackers/index.html" class="btn btn-neutral float-right" title="Engine Hackers" 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</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 12, 2025.
+      <span class="lastupdated">Last updated on Feb 20, 2026.
       </span></p>
   </div>
 

+ 6 - 2
html/latest/deploying/android.html

@@ -11,7 +11,7 @@
 <meta name="description" content="Install Java JDK: Install the latest JDK:- https://www.oracle.com/java/technologies/downloads/., Set JAVA_HOME environment variable, if the JDK installer did not:. Install Android SDK &amp; NDK: Install sdkmanager:- https://developer.android.com/tools/sdkmanager., Install Andr..." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
-  <title>Deploying to Android &mdash; Crown 0.60.0 Manual 0.60.0 documentation</title>
+  <title>Deploying to Android &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" />
@@ -57,7 +57,11 @@
 <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"><a class="reference internal" href="../level_editor/index.html">Level Editor</a></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="../units/index.html">Units</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../rendering/index.html">Rendering</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../physics/index.html">Physics</a></li>
 <li class="toctree-l1"><a class="reference internal" href="../gameplay/index.html">Writing Gameplay</a></li>
 <li class="toctree-l1 current"><a class="reference internal" href="index.html">Deploying</a><ul class="current">
 <li class="toctree-l2 current"><a class="current reference internal" href="#">Deploying to Android</a><ul>
@@ -75,7 +79,7 @@
 <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>
+<li class="toctree-l1"><a class="reference internal" href="../hackers/index.html">Engine Hackers</a></li>
 </ul>
 
         </div>

+ 6 - 2
html/latest/deploying/desktop.html

@@ -11,7 +11,7 @@
 <meta name="description" content="Deploying to desktop platforms do not require any configuration. Cross-compiling for a Desktop Platform different than the one Crown is running on is currently not supported." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
-  <title>Deploying to Desktop Platforms &mdash; Crown 0.60.0 Manual 0.60.0 documentation</title>
+  <title>Deploying to Desktop Platforms &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" />
@@ -57,7 +57,11 @@
 <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"><a class="reference internal" href="../level_editor/index.html">Level Editor</a></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="../units/index.html">Units</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../rendering/index.html">Rendering</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../physics/index.html">Physics</a></li>
 <li class="toctree-l1"><a class="reference internal" href="../gameplay/index.html">Writing Gameplay</a></li>
 <li class="toctree-l1 current"><a class="reference internal" href="index.html">Deploying</a><ul class="current">
 <li class="toctree-l2"><a class="reference internal" href="android.html">Deploying to Android</a></li>
@@ -69,7 +73,7 @@
 <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>
+<li class="toctree-l1"><a class="reference internal" href="../hackers/index.html">Engine Hackers</a></li>
 </ul>
 
         </div>

+ 6 - 2
html/latest/deploying/html5.html

@@ -11,7 +11,7 @@
 <meta name="description" content="Install emscripten: Install emscripten: https://emscripten.org/docs/getting_started/downloads.html. Set environment variables: Running the generated output: Use emrun to run the generated index.html:" />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
-  <title>Deploying to HTML5 &mdash; Crown 0.60.0 Manual 0.60.0 documentation</title>
+  <title>Deploying to HTML5 &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" />
@@ -57,7 +57,11 @@
 <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"><a class="reference internal" href="../level_editor/index.html">Level Editor</a></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="../units/index.html">Units</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../rendering/index.html">Rendering</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../physics/index.html">Physics</a></li>
 <li class="toctree-l1"><a class="reference internal" href="../gameplay/index.html">Writing Gameplay</a></li>
 <li class="toctree-l1 current"><a class="reference internal" href="index.html">Deploying</a><ul class="current">
 <li class="toctree-l2"><a class="reference internal" href="android.html">Deploying to Android</a></li>
@@ -74,7 +78,7 @@
 <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>
+<li class="toctree-l1"><a class="reference internal" href="../hackers/index.html">Engine Hackers</a></li>
 </ul>
 
         </div>

+ 6 - 2
html/latest/deploying/index.html

@@ -11,7 +11,7 @@
 <meta name="description" content="Deploying to Android- Install Java JDK, Install Android SDK &amp; NDK, Set environment variables, Generate a keystore., Deploying to HTML5- Install emscripten, Set environment variables, Running the generated output., Deploying to Desktop Platforms." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
-  <title>Deploying &mdash; Crown 0.60.0 Manual 0.60.0 documentation</title>
+  <title>Deploying &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" />
@@ -57,7 +57,11 @@
 <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"><a class="reference internal" href="../level_editor/index.html">Level Editor</a></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="../units/index.html">Units</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../rendering/index.html">Rendering</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../physics/index.html">Physics</a></li>
 <li class="toctree-l1"><a class="reference internal" href="../gameplay/index.html">Writing Gameplay</a></li>
 <li class="toctree-l1 current"><a class="current reference internal" href="#">Deploying</a><ul>
 <li class="toctree-l2"><a class="reference internal" href="android.html">Deploying to Android</a></li>
@@ -69,7 +73,7 @@
 <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>
+<li class="toctree-l1"><a class="reference internal" href="../hackers/index.html">Engine Hackers</a></li>
 </ul>
 
         </div>

+ 8 - 4
html/latest/gameplay/index.html

@@ -11,7 +11,7 @@
 <meta name="description" content="Scripting in Lua- What is Lua, Runtime entry points, The boot script, The GameBase framework, Hot reloading., Objects binding and lifetime- Light userdata binding, Full userdata binding, Singleton objects, Temporary objects., Interacting with Units- Getting Unit handles, The S..." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
-  <title>Writing Gameplay &mdash; Crown 0.60.0 Manual 0.60.0 documentation</title>
+  <title>Writing Gameplay &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" />
@@ -30,7 +30,7 @@
     <link rel="search" title="Search" href="../search.html" />
     <link rel="copyright" title="Copyright" href="../copyright.html" />
     <link rel="next" title="Scripting in Lua" href="lua_scripting.html" />
-    <link rel="prev" title="Importing Fonts" href="../importing_resources/importing_fonts.html" /> 
+    <link rel="prev" title="Global Physics Config" href="../physics/global_physics_config.html" /> 
 </head>
 
 <body class="wy-body-for-nav"> 
@@ -57,7 +57,11 @@
 <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"><a class="reference internal" href="../level_editor/index.html">Level Editor</a></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="../units/index.html">Units</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../rendering/index.html">Rendering</a></li>
+<li class="toctree-l1"><a class="reference internal" href="../physics/index.html">Physics</a></li>
 <li class="toctree-l1 current"><a class="current reference internal" href="#">Writing Gameplay</a><ul>
 <li class="toctree-l2"><a class="reference internal" href="lua_scripting.html">Scripting in Lua</a></li>
 <li class="toctree-l2"><a class="reference internal" href="objects_binding.html">Objects binding and lifetime</a></li>
@@ -69,7 +73,7 @@
 <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>
+<li class="toctree-l1"><a class="reference internal" href="../hackers/index.html">Engine Hackers</a></li>
 </ul>
 
         </div>
@@ -131,7 +135,7 @@
            </div>
           </div>
           <footer><div class="rst-footer-buttons" role="navigation" aria-label="Footer">
-        <a href="../importing_resources/importing_fonts.html" class="btn btn-neutral float-left" title="Importing Fonts" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left" aria-hidden="true"></span> Previous</a>
+        <a href="../physics/global_physics_config.html" class="btn btn-neutral float-left" title="Global Physics Config" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left" aria-hidden="true"></span> Previous</a>
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