Kaynağa Gözat

Separated some manuals

Björn Ritzl 6 yıl önce
ebeveyn
işleme
ccd5458052

+ 8 - 4
docs/en/en.json

@@ -178,10 +178,6 @@
                         "path": "/manuals/project-setup",
                         "name": "Creating a project"
                     },
-                    {
-                        "path": "/manuals/workflow",
-                        "name": "Workflow"
-                    },
                     {
                         "path": "/manuals/project-settings",
                         "name": "Project settings"
@@ -216,6 +212,10 @@
             {
                 "name": "ASSETS AND RESOURCES",
                 "items": [
+                    {
+                        "path": "/manuals/importing-assets",
+                        "name": "Importing and editing assets"
+                    },
                     {
                         "path": "/manuals/animation",
                         "name": "Animation"
@@ -385,6 +385,10 @@
             {
                 "name": "WORKFLOW",
                 "items": [
+                    {
+                        "path": "/manuals/version-control",
+                        "name": "Version control"
+                    },
                     {
                         "path": "/manuals/writing-code",
                         "name": "Writing code"

+ 2 - 2
docs/en/manuals/bundling.md

@@ -5,9 +5,9 @@ brief: This manual covers how to create an application bundle.
 
 # Bundling an application
 
-While developing your application you should make a habit of testing the game on the target platforms as often as possible. You should do this to detect performance issues early on in the development process where these things are much easier to fix. It is also recommended to test on all target platforms to find discrepancies in for instances shaders early on. When developing on mobile you have the option to use the [mobile development app](/manuals/dev-app/) to push content to the app, instead of having to do a full bundle and uninstall/install cycle.
+While developing your application you should make a habit of testing the game on the target platforms as often as possible. You should do this to detect performance issues early on in the development process where these things are much easier to fix. It is also recommended to test on all target platforms to find discrepancies in things such as shaders. When developing on mobile you have the option to use the [mobile development app](/manuals/dev-app/) to push content to the app, instead of having to do a full bundle and uninstall/install cycle.
 
-You can create an application bundle for all platforms that Defold supports from within the Defold editor itself, with no external tools needed. You can also bundle from the command line using our command line tools.
+You can create an application bundle for all platforms that Defold supports from within the Defold editor itself, with no external tools needed. You can also bundle from the command line using our command line tools. Application bundling requires a network connection if your project contains one or more [native extensions](/manuals/extensions).
 
 ## Bundling from within the editor
 

+ 25 - 0
docs/en/manuals/importing-assets.md

@@ -0,0 +1,25 @@
+---
+title: Importing and editing assets
+brief: This manual covers how to import and edit assets in Defold using external editors.
+---
+
+# Importing and editing assets
+
+A game project usually consists of a large number of external assets that are produced in various specialized programs for producing graphics, 3D models, sound files, animations and so forth. Defold is built for a workflow where you work in your external tools and then import the assets into Defold as they are finalized. When the assets are imported into Defold they can be used by the various component types to create flipbook animations, tilemaps, particle effects and many other things:
+
+* Images can be used to create texture atlases and tile sources which in turn can be used by visual components such as sprites, tilemaps and particle effects. Read more about this in the [Graphics manual](/manuals/graphics/#_importing_image_files).
+* Sounds can be used by the [Sound component](/manuals/sound) to play sounds.
+* Spine animation data is used by the [Spine component](/manuals/spinemodel) to show and animate Spine models.
+* Fonts are used by the [Label component](/manuals/label) and by [text nodes](/manuals/gui-text) in a GUI.
+* Collada models can be used by the [Model component](/manuals/model) to show 3D models with animations.
+
+
+## External editors and tools
+
+Defold does not provide editing tools for creating images, sound files, models or animations. Such assets need to be created outside of Defold in specialized tools and imported into Defold. Defold automatically detects changes to any asset in the project hierarchy and updates the editor view accordingly.
+
+There is currently no way to hook custom build steps into the in-editor builder, but we provide a stand-alone build pipeline (see [Bob the builder](/manuals/bob)) that can be incorporated in any pipeline.
+
+The editor saves all Defold assets in text based files that are merge friendly. They are also easy to create and modify with simple scripts. See [this forum thread](https://forum.defold.com/t/deftree-a-python-module-for-editing-defold-files/15210) for more information. Note though that we do not publish our file format details since they do change once in a while.
+
+Extra care should be taken when working with Defold asset files through a text editor or external tool. If you introduce errors those can prevent the file from opening in the Defold editor.

+ 3 - 20
docs/en/manuals/workflow.md → docs/en/manuals/version-control.md

@@ -1,25 +1,18 @@
 ---
-title: Workflows in Defold
-brief: This manual covers how you collaborate in teams and change the structure of your project easily with the help of powerful refactoring. The manual also covers topics like external editors and the underlying Git tools.
+title: Version control
+brief: This manual covers how to work with the built in version control system.
 ---
 
-# Workflow
-
-A game project usually consists of a large number of external assets that are produced in various specialized programs for producing graphics, 3D models, sound files, animations and so forth. Defold is built for a workflow where you work in your external tools and then import the assets into Defold as they are finalized.
+# Version control
 
 Defold is built intended for small teams that work in intense collaboration to create games. Team members can work in parallel on the same content with very little friction. Defold has built in support for version control using [Git](https://git-scm.com). Git is designed for distributed collaborative work and it is an extremely powerful tool that allows for a wide range of workflows.
 
-## Your local working copy
-
-Before you can start working on a new project you need to get it to your local disk so the Defold editor can open it. Refer to the [Project Setup manual](/manuals/project_setup/) for more information.
-
 ## Changed files
 
 When you save changes in your local working copy, Defold tracks all changes in the *Changed Files* editor pane, listing each file that has either been added, deleted or modified.
 
 ![changed files](images/workflow/changed_files.png){srcset="images/workflow/[email protected] 2x"}
 
-
 Select a file in the list and click <kbd>Diff</kbd> to view the changes that you have done to the file or <kbd>Revert</kbd> to undo all changes and restore the file to the state it had after the last synchronization.
 
 ## Synchronizing
@@ -76,16 +69,6 @@ If you continue pushing and have local changes, you are asked to commit them bef
 
 Press <kbd>Push</kbd> to commit and push your changes to the server.
 
-## External editors and tools
-
-Defold does not provide editing tools for creating images, sound files, models or animations. Such assets need to be created outside of Defold in specialized tools and imported into Defold. Defold automatically detects changes to any asset in the project hierarchy and updates the editor view accordingly.
-
-There is currently no way to hook custom build steps into the in-editor builder, but we provide a stand-alone build pipeline (see [Bob the builder](/manuals/bob)) that can be incorporated in any pipeline.
-
-The editor saves all Defold assets in text based files that are merge friendly. They are also easy to create and modify with simple scripts. See [this forum thread](https://forum.defold.com/t/deftree-a-python-module-for-editing-defold-files/15210) for more information. Note though that we do not publish our file format details since they do change once in a while.
-
-Extra care should be taken when working with Defold asset files through a text editor or external tool. If you introduce errors those can prevent the file from opening in the Defold editor.
-
 ## Git
 
 Git is built primarily to handle source code and text files and stores those types of files with a very low footprint. Only the changes between each version are stored, which means that you can keep an extensive history of changes to all your project files to a relatively small cost. Binary files such as image or sound files, however, does not benefit from Git's storage scheme. Each new version you check in and synchronize takes about the same space. That is usually not a major issue with final project assets (JPEG or PNG images, OGG sound files etc) but it can quickly become an issue with working project files (PSD files, Protools projects etc). These types of files often grow very large since you usually work in much higher resolution than the target assets. It is generally considered best to avoid putting large working files under the control of Git and instead use a separate storage and backup solution for those.