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feat: Big pngs converted to webp and

Vaclav Elias 2 years ago
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en/ReleaseNotes/ReleaseNotes-2.1.md

@@ -38,7 +38,7 @@ For details, see [Clear coat shading](../manual/graphics/materials/clear-coat-sh
 
 
 You can now render thin glass materials such as windshields. The diffuse color controls the tint of the glass and how much light is blocked (darker colors block more light).
 You can now render thin glass materials such as windshields. The diffuse color controls the tint of the glass and how much light is blocked (darker colors block more light).
 
 
-![Glass materials](media/ReleaseNotes-2.1/glass-materials.png)
+![Glass materials](media/ReleaseNotes-2.1/glass-materials.webp)
 
 
 You can add a predefined **Glass** material from the **Asset view** under **Add asset > Material**.
 You can add a predefined **Glass** material from the **Asset view** under **Add asset > Material**.
 
 

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en/ReleaseNotes/media/ReleaseNotes-2.1/glass-materials.png

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en/manual/game-studio/archetypes.md

@@ -7,11 +7,11 @@ An **archetype** is a master asset that controls the properties of assets you **
 
 
 For example, imagine we have three sphere entities that share a material asset named *Metal*. The Metal asset has properties including color, gloss, and so on.
 For example, imagine we have three sphere entities that share a material asset named *Metal*. The Metal asset has properties including color, gloss, and so on.
 
 
-![Three metal spheres](media/archetypes-three-spheres-metal.png)
+![Three metal spheres](media/archetypes-three-spheres-metal.webp)
 
 
 If we change a property in the **Metal** asset, it applies to all three spheres. So, for example, if we change the color property, all three spheres change color.
 If we change a property in the **Metal** asset, it applies to all three spheres. So, for example, if we change the color property, all three spheres change color.
 
 
-![Three gold spheres](media/archetypes-three-spheres-gold.png)
+![Three gold spheres](media/archetypes-three-spheres-gold.webp)
 
 
 Now imagine we want to change the color of only *one* sphere, but keep its other properties the same. We could duplicate the material asset, change its color, and then apply the new asset to only one sphere. But if we later want to change a different property across *all* the spheres, we have to modify both assets. This is time-consuming and leaves room for mistakes.
 Now imagine we want to change the color of only *one* sphere, but keep its other properties the same. We could duplicate the material asset, change its color, and then apply the new asset to only one sphere. But if we later want to change a different property across *all* the spheres, we have to modify both assets. This is time-consuming and leaves room for mistakes.
 
 

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en/manual/stride-for-unity-developers/index.md

@@ -227,7 +227,7 @@ For more information about assets, see [Assets](../game-studio/assets.md).
 
 
 Like Unity®, Stride uses prefabs. Prefabs are "master" versions of objects that you can reuse wherever you need. When you change a prefab, every instance of the prefab changes too.
 Like Unity®, Stride uses prefabs. Prefabs are "master" versions of objects that you can reuse wherever you need. When you change a prefab, every instance of the prefab changes too.
 
 
-![Prefabs in Stride](media/stride-vs-unity-prefabs.png)
+![Prefabs in Stride](media/stride-vs-unity-prefabs.webp)
 
 
 Just like with Unity®, in Stride, 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.
 Just like with Unity®, in Stride, 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.
 
 

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