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Merge pull request #6826 from YuriSizov/web-improve-naming-navigation
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Improve naming and organization of some manual articles
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YuriSizov authored Feb 26, 2023
2 parents af25625 + d524544 commit 6fae64f
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9 changes: 9 additions & 0 deletions _tools/redirects/redirects.csv
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/reference/shading_language.html,/learning/features/shading/shading_language.html
/reference/unity_to_godot.html,/learning/editor/unity_to_godot.html
/reference/variant_class.html,/development/cpp/variant_class.html
/tutorials/3d/introduction_to_global_illumination.html,/tutorials/3d/global_illumination/introduction_to_global_illumination.html
/tutorials/3d/faking_global_illumination.html,/tutorials/3d/global_illumination/faking_global_illumination.html
/tutorials/3d/inverse_kinematics.html,/community/tutorials/3d/inverse_kinematics.html
/tutorials/3d/reflection_probes.html,/tutorials/3d/global_illumination/reflection_probes.html
/tutorials/3d/sdfgi.html,/tutorials/3d/global_illumination/using_sdfgi.html
/tutorials/3d/using_lightmap_gi.html,/tutorials/3d/global_illumination/using_lightmap_gi.html
/tutorials/3d/using_voxel_gi.html,/tutorials/3d/global_illumination/using_voxel_gi.html
/tutorials/3d/vertex_animation/animating_thousands_of_fish.html,/tutorials/performance/vertex_animation/animating_thousands_of_fish.html
/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html,/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html
/tutorials/3d/vertex_animation/index.html,/tutorials/performance/vertex_animation/index.html
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/tutorials/optimization/using_multimesh.html,/tutorials/performance/using_multimesh.html
/tutorials/optimization/using_servers.html,/tutorials/performance/using_servers.html
/tutorials/platform/android_in_app_purchases.html,/tutorials/platform/android/android_in_app_purchases.html
/tutorials/platform/customizing_html5_shell.html,/tutorials/platform/web/customizing_html5_shell.html
/tutorials/platform/html5_shell_classref.html,/tutorials/platform/web/html5_shell_classref.html
/tutorials/platform/platform_html5.html,/tutorials/platform/web/index.html
/tutorials/plugins/android/android_plugin.html,/tutorials/platform/android/android_plugin.html
/tutorials/plugins/android/index.html,/tutorials/platform/android/index.html
/tutorials/plugins/gdnative/gdnative-c-example.html,/tutorials/scripting/gdnative/gdnative_c_example.html
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2 changes: 1 addition & 1 deletion index.rst
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tutorials/assets_pipeline/index
tutorials/audio/index
tutorials/export/index
tutorials/io/index
tutorials/i18n/index
tutorials/inputs/index
tutorials/io/index
tutorials/math/index
tutorials/navigation/index
tutorials/networking/index
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32 changes: 28 additions & 4 deletions tutorials/2d/index.rst
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canvas_layers
2d_transforms
using_tilemaps
particle_systems_2d
2d_movement

Rendering
---------

.. toctree::
:maxdepth: 1
:name: toc-learn-features-2d-rendering

2d_lights_and_shadows
2d_meshes
custom_drawing_in_2d
2d_sprite_animation
particle_systems_2d
2d_antialiasing
custom_drawing_in_2d

Physics and movement
--------------------

.. toctree::
:maxdepth: 1
:name: toc-learn-features-2d-physics

2d_movement

Tools
-----

.. toctree::
:maxdepth: 1
:name: toc-learn-features-2d-tools

using_tilemaps
4 changes: 2 additions & 2 deletions tutorials/2d/particle_systems_2d.rst
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.. _doc_particle_systems_2d:

Particle systems (2D)
=====================
2D particle systems
===================

Intro
-----
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4 changes: 2 additions & 2 deletions tutorials/3d/environment_and_post_processing.rst
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Expand Up @@ -243,7 +243,7 @@ In general, you should only rely on ambient light alone for simple scenes or
large exteriors. You may also do so to boost performance. Ambient light is fast
to render, but it doesn't provide the best lighting quality. It's better to
generate ambient light from :ref:`ReflectionProbe <doc_reflection_probes>`,
:ref:`VoxelGI <doc_using_voxel_gi>` or :ref:`SDFGI <doc_sdfgi>`, as these
:ref:`VoxelGI <doc_using_voxel_gi>` or :ref:`SDFGI <doc_using_sdfgi>`, as these
will simulate how indirect light propagates more accurately. Below is a comparison,
in terms of quality, between using a flat ambient color and a VoxelGI:

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.. seealso::

See :ref:`doc_sdfgi` for instructions on setting up this global
See :ref:`doc_using_sdfgi` for instructions on setting up this global
illumination technique.

.. image:: img/environment_sdfgi.webp
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15 changes: 15 additions & 0 deletions tutorials/3d/global_illumination/index.rst
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.. _doc_global_illumination:

Global illumination
-------------------

.. toctree::
:maxdepth: 1
:name: toc-learn-features-3d-global-illumination

introduction_to_global_illumination
using_voxel_gi
using_sdfgi
using_lightmap_gi
reflection_probes
faking_global_illumination
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- **ReflectionProbe:** Placed manually by the user.

.. |good| image:: img/good.webp
.. |good| image:: img/score_good.webp

.. |average| image:: img/average.webp
.. |average| image:: img/score_average.webp

.. |bad| image:: img/bad.webp
.. |bad| image:: img/score_bad.webp

Summary
^^^^^^^

If you are unsure about which GI technique to use:

- For desktop games, it's a good idea to start with :ref:`SDFGI <doc_sdfgi>`
- For desktop games, it's a good idea to start with :ref:`SDFGI <doc_using_sdfgi>`
first as it requires the least amount of setup. Move to other GI techniques
later if needed. To improve performance on low-end GPUs and integrated
graphics, consider adding an option to disable SDFGI or :ref:`VoxelGI
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Expand Up @@ -7,7 +7,7 @@ As stated in the :ref:`doc_standard_material_3d`, objects can show reflected and
diffuse light. Reflection probes are used as a source of reflected *and* ambient
light for objects inside their area of influence. They can be used to provide
more accurate reflections than :ref:`VoxelGI <doc_using_voxel_gi>` and
:ref:`SDFGI <doc_sdfgi>` while being fairly cheap on system resources.
:ref:`SDFGI <doc_using_sdfgi>` while being fairly cheap on system resources.

Since reflection probes can also store ambient light, they can be used as a
low-end alternative to VoxelGI and SDFGI when :ref:`baked lightmaps
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Baked lightmaps are a workflow for adding indirect (or fully baked)
lighting to a scene. Unlike the :ref:`VoxelGI <doc_using_voxel_gi>` and
:ref:`SDFGI <doc_sdfgi>` approaches, baked lightmaps work fine on low-end PCs
:ref:`SDFGI <doc_using_sdfgi>` approaches, baked lightmaps work fine on low-end PCs
and mobile devices, as they consume almost no resources at run-time. Also unlike
VoxelGI and SDFGI, baked lightmaps can optionally be used to store direct
lighting, which provides even further performance gains.
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.. _doc_sdfgi:
.. _doc_using_sdfgi:

Signed distance field global illumination (SDFGI)
=================================================
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45 changes: 28 additions & 17 deletions tutorials/3d/index.rst
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introduction_to_3d
using_transforms
procedural_geometry/index
3d_text

Rendering
---------

.. toctree::
:maxdepth: 1
:name: toc-learn-features-3d-rendering

3d_rendering_limitations
standard_material_3d
lights_and_shadows
physical_light_and_camera_units
high_dynamic_range
global_illumination/index
environment_and_post_processing
3d_antialiasing
resolution_scaling
volumetric_fog
high_dynamic_range
using_gridmaps
3d_antialiasing

Optimization
------------

.. toctree::
:maxdepth: 1
:name: toc-learn-features-3d-optimization

using_multi_mesh_instance
csg_tools
procedural_geometry/index
3d_text
mesh_lod
visibility_ranges
occlusion_culling
resolution_scaling
variable_rate_shading

Global illumination
-------------------
Tools
-----

.. toctree::
:maxdepth: 1
:name: toc-learn-features-3d-global-illumination

introduction_to_global_illumination
using_voxel_gi
sdfgi
using_lightmap_gi
reflection_probes
faking_global_illumination
:name: toc-learn-features-3d-tools

csg_tools
using_gridmaps
2 changes: 1 addition & 1 deletion tutorials/3d/standard_material_3d.rst
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*Emission* specifies how much light is emitted by the material (keep in mind this
does not include light surrounding geometry unless :ref:`VoxelGI <doc_using_voxel_gi>`
or :ref:`SDFGI <doc_sdfgi>` are used). This value is added to the resulting
or :ref:`SDFGI <doc_using_sdfgi>` are used). This value is added to the resulting
final image and is not affected by other lighting in the scene.

.. image:: img/spatial_material15.png
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4 changes: 2 additions & 2 deletions tutorials/inputs/index.rst
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Inputs
======
Input handling
==============

.. toctree::
:maxdepth: 1
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4 changes: 2 additions & 2 deletions tutorials/io/index.rst
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Input and Output (I/O)
======================
File and data I/O
=================

.. toctree::
:maxdepth: 1
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2 changes: 1 addition & 1 deletion tutorials/platform/index.rst
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android/index
ios/index
platform_html5
web/index
consoles
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.. _doc_user_interface:

User Interface (UI)
User interface (UI)
===================

In this section of the tutorial we explain the basics of creating a graphical
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