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Replaced various screenshots of the editors interface with the newer interface. Moved some gifs around to match articles layout

Jorn Theunissen 6 years ago
parent
commit
3d9e461319
21 changed files with 51 additions and 51 deletions
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      en/manual/game-studio/media/dolly-camera.mp4
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      en/manual/game-studio/media/manage-entities-in-scene-gizmos.png
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      en/manual/game-studio/media/manage-entities-in-scene-rotation-gizmo.png
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      en/manual/game-studio/media/manage-entities-in-scene-scale-gizmo.png
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      en/manual/game-studio/media/manage-entities-in-scene-snap-rotation.png
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      en/manual/game-studio/media/manage-entities-in-scene-snap-scale.png
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      en/manual/game-studio/media/manage-entities-in-scene-snap-translation.png
  8. 2 2
      en/manual/game-studio/media/manage-entities-in-scene-translation-gizmo.png
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      en/manual/game-studio/media/manage-entities-in-scene-wsc.png
  10. 2 2
      en/manual/game-studio/media/navigate-in-a-scene-camera-option.png
  11. 2 2
      en/manual/game-studio/media/navigate-in-a-scene-material-selection-mode-icon.png
  12. 11 8
      en/manual/game-studio/navigate-in-the-scene-editor.md
  13. 4 5
      en/manual/game-studio/use-assets.md
  14. 2 2
      en/manual/get-started/media/game-studio-toolbar-build-button.png
  15. 2 2
      en/manual/get-started/media/switch-to-orthographic.png
  16. 3 3
      en/manual/requirements/index.md
  17. 1 3
      en/manual/xenko-for-unity-developers/index.md
  18. 2 2
      en/manual/xenko-for-unity-developers/media/xenko-vs-unity-different-editors.png
  19. 2 2
      en/manual/xenko-for-unity-developers/media/xenko-vs-unity-open-project-in-visual-studio.png
  20. 2 2
      en/manual/xenko-for-unity-developers/media/xenko-vs-unity-open-project-in-windows-explorer.png
  21. 2 2
      en/manual/xenko-for-unity-developers/media/xenko-vs-unity-prefabs.png

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en/manual/game-studio/media/navigate-in-scene-walk-in-the-scene.mp4 → en/manual/game-studio/media/dolly-camera.mp4


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en/manual/game-studio/media/manage-entities-in-scene-gizmos.png

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en/manual/game-studio/navigate-in-the-scene-editor.md

@@ -26,14 +26,16 @@ Hold the **right mouse button** and **move the mouse** to change the camera dire
 
 
 Hold the **right mouse button** and the **center mouse button** and move the mouse.
 Hold the **right mouse button** and the **center mouse button** and move the mouse.
 
 
+
+### Dolly
+
 <video controls autoplay loop height="240" width="320">
 <video controls autoplay loop height="240" width="320">
-                <source src="media/navigate-in-scene-walk-in-the-scene.mp4" type="video/mp4">
+                <source src="media/navigate-in-scene-dolly-camera.mp4" type="video/mp4">
 </video>
 </video>
- 
-### Dolly
 
 
 To dolly (move the camera forward and backward), use the **mouse wheel**.
 To dolly (move the camera forward and backward), use the **mouse wheel**.
 
 
+
 ### Orbit
 ### Orbit
 
 
 Hold **Alt** and the **left mouse button** and move the **mouse**.
 Hold **Alt** and the **left mouse button** and move the **mouse**.
@@ -48,15 +50,16 @@ The point of rotation is always the center of the screen. To adjust the distance
 
 
 ### Focus on an entity
 ### Focus on an entity
 
 
+<video controls autoplay loop height="240" width="320">
+                <source src="media/navigate-in-scene-focus-on-entity-using-f-key.mp4" type="video/mp4">
+</video>
+
 After you select an entity, press the **F** key. This zooms in on the entity and centers it in the camera editor.
 After you select an entity, press the **F** key. This zooms in on the entity and centers it in the camera editor.
 
 
 You can also focus by clicking the **magnifying glass icon** next to the entity in the Entity Tree.
 You can also focus by clicking the **magnifying glass icon** next to the entity in the Entity Tree.
 
 
 ![Focus icon](media/focus-icon.png)
 ![Focus icon](media/focus-icon.png)
 
 
-<video controls autoplay loop height="240" width="320">
-                <source src="media/navigate-in-scene-focus-on-entity-using-f-key.mp4" type="video/mp4">
-</video>
 
 
 > [!TIP] 
 > [!TIP] 
 > Focusing and then orbiting with **Alt + left mouse button** is useful for inspecting entities.
 > Focusing and then orbiting with **Alt + left mouse button** is useful for inspecting entities.
@@ -67,7 +70,7 @@ Action                 | Control
 -----------------------|--------------
 -----------------------|--------------
 Move                    | Arrow keys + right mouse button <p><br>WASDQE keys + right mouse button </p></br><p>
 Move                    | Arrow keys + right mouse button <p><br>WASDQE keys + right mouse button </p></br><p>
 Look around             | Hold right mouse button + move mouse
 Look around             | Hold right mouse button + move mouse
-Pan                     | Middle mouse button + right mouse button + move mouse
+Dolly                     | Middle mouse button + right mouse button + move mouse
 Orbit                   | Alt key + left mouse button
 Orbit                   | Alt key + left mouse button
 Zoom                    | Mouse wheel <p><br>Alt + Right mouse button + move mouse</p></br>
 Zoom                    | Mouse wheel <p><br>Alt + Right mouse button + move mouse</p></br>
 Pan                    | Middle mouse button + move mouse
 Pan                    | Middle mouse button + move mouse
@@ -147,4 +150,4 @@ The **camera speed** setting changes how quickly the camera moves in the editor.
 * [Create and open a scene](create-a-scene.md)
 * [Create and open a scene](create-a-scene.md)
 * [Load scenes](load-scenes.md)
 * [Load scenes](load-scenes.md)
 * [Add entities](add-entities.md)
 * [Add entities](add-entities.md)
-* [Manage entities](manage-entities.md)
+* [Manage entities](manage-entities.md)

+ 4 - 5
en/manual/game-studio/use-assets.md

@@ -6,7 +6,7 @@ There are three ways to use assets:
 
 
 * reference them in entity components
 * reference them in entity components
 * reference them in other assets
 * reference them in other assets
-* load them from code
+* load them from code as content
 
 
 ## Reference assets in components
 ## Reference assets in components
 
 
@@ -58,8 +58,7 @@ You can see the references in a selected asset in the **References** tab. By def
 > If you can't see the References tab, make sure it's displayed under **View > References**.
 > If you can't see the References tab, make sure it's displayed under **View > References**.
 
 
 ## Load assets from code
 ## Load assets from code
-
-You can load assets at runtime and use them in your scripts.
+When loading in assets at runtime we speak of "Content" rather than assets. The loaded content refers to the asset and can then be used in your script.
 
 
 ```cs
 ```cs
 // Load a model (replace URL with valid URL)
 // Load a model (replace URL with valid URL)
@@ -82,11 +81,11 @@ SceneSystem.SceneInstance.RootScene.Entities.Add(entity);
 
 
 ### Unload unneeded assets
 ### Unload unneeded assets
 
 
-When loading assets from code, you should unload assets when you don't need them any more. If you don't, assets stay in memory, wasting GPU.
+When loading content from code, you should unload content when you don't need them any more. If you don't, content stays in memory, wasting GPU.
 
 
 To do unload an asset, use ``Content.Unload(myAsset)``.
 To do unload an asset, use ``Content.Unload(myAsset)``.
 
 
 ## See also
 ## See also
 
 
 * [Create assets](create-assets.md)
 * [Create assets](create-assets.md)
-* [Manage assets](manage-assets.md)
+* [Manage assets](manage-assets.md)

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en/manual/requirements/index.md

@@ -8,7 +8,7 @@ To develop projects with Xenko, you need:
 |-----------------|----------------
 |-----------------|----------------
 |Hard drive space | 5GB
 |Hard drive space | 5GB
 | Operating system | Windows 7, 8.1, 10 
 | Operating system | Windows 7, 8.1, 10 
-| IDE for writing code | Visual Studio 2015 or 2017
+| IDE for writing code | Visual Studio 2019
 | CPU | x64
 | CPU | x64
 | GPU | Direct3D 10+ compatible GPU
 | GPU | Direct3D 10+ compatible GPU
 | RAM | 4GB (minimum), 8GB (recommended) 
 | RAM | 4GB (minimum), 8GB (recommended) 
@@ -28,7 +28,7 @@ To develop for mobile platforms, you also need:
 | iOS      | Mac computer, Xamarin* 
 | iOS      | Mac computer, Xamarin* 
 
 
 > [!Note]
 > [!Note]
-> * Xamarin is included with Visual Studio licenses. For instructions about how to install Xamarin with Visual Studio 2017, see [this MSDN page](https://docs.microsoft.com/en-us/visualstudio/cross-platform/setup-and-install).
+> * Xamarin is included with Visual Studio licenses. For instructions about how to install Xamarin with Visual Studio 201, see [this MSDN page](https://docs.microsoft.com/en-us/visualstudio/cross-platform/setup-and-install).
 
 
 For information about platforms Xenko supports, see [Platforms](../platforms/index.md).
 For information about platforms Xenko supports, see [Platforms](../platforms/index.md).
 
 
@@ -38,4 +38,4 @@ To run games made with Xenko, you need:
 
 
 - .NET 4.6.1
 - .NET 4.6.1
 - DirectX11 (included with Windows 10 and later), OpenGL, or Vulkan
 - DirectX11 (included with Windows 10 and later), OpenGL, or Vulkan
-- Visual C++ 2015 runtimes (x86 and/or x64, depending on what you set in your project properties in Visual Studio)
+- Visual C++ 2015 runtimes (x86 and/or x64, depending on what you set in your project properties in Visual Studio)

+ 1 - 3
en/manual/xenko-for-unity-developers/index.md

@@ -228,12 +228,10 @@ Like Unity®, Xenko uses prefabs. Prefabs are "master" versions of objects that
 
 
 ![Prefabs in Xenko](media/xenko-vs-unity-prefabs.png)
 ![Prefabs in Xenko](media/xenko-vs-unity-prefabs.png)
 
 
-Unlike Unity®, in Xenko, you can also add prefabs to other prefabs. These are called **nested prefabs**. If you modify a nested prefab, all the dependent prefabs inherit the change automatically.
+Just like with Unity®, in Xenko, you can add prefabs to other prefabs. These are called **nested prefabs**. If you modify a nested prefab, all the dependent prefabs inherit the change automatically.
 
 
 For example, imagine you create a *Vehicle* prefab with acceleration, braking, steering, and so on. Then you nest the *Vehicle* prefab inside prefabs of different types of vehicles: a taxi, bus,truck, etc. If you adjust a property in the *Vehicle* prefab, the changes are inherited by all other prefabs. For example, if you increase the Acceleration property in the *Vehicle* prefab, the acceleration property in the taxi, bus and truck prefabs also increase.
 For example, imagine you create a *Vehicle* prefab with acceleration, braking, steering, and so on. Then you nest the *Vehicle* prefab inside prefabs of different types of vehicles: a taxi, bus,truck, etc. If you adjust a property in the *Vehicle* prefab, the changes are inherited by all other prefabs. For example, if you increase the Acceleration property in the *Vehicle* prefab, the acceleration property in the taxi, bus and truck prefabs also increase.
 
 
-To do this in Unity®, you have to create separate prefabs for each vehicle type and modify their acceleration parameters one by one.
-
 For more information about using prefabs in Xenko, see [Prefabs](../game-studio/prefabs/index.md).
 For more information about using prefabs in Xenko, see [Prefabs](../game-studio/prefabs/index.md).
 
 
 ## Archetypes
 ## Archetypes

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