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diff --git a/src/addons/rmsmartshape/documentation/Controls.md b/src/addons/rmsmartshape/documentation/Controls.md new file mode 100644 index 0000000..d8d6f13 --- /dev/null +++ b/src/addons/rmsmartshape/documentation/Controls.md @@ -0,0 +1,43 @@ +SmartShape2D - Controls and Hotkeys +--- + +# Controls - Point Create +- Add Point + - Left Click Anywhere in the viewport + +- Leave Point Create Mode + - ESCAPE + +# Controls - Point Edit +- Add Point + - Either: + - Hold ALT and Left Click Anywhere in the viewport + - Click on an edge between two points + +- Grab closest point + - Hold CTRL + +- Cycle through texture indices of a point + - Mouseover a point and MOUSEWHEEL up or down to increment / decrement the texture index + +- Flip texture + - Mouseover a point and press SPACE + +- Change texture width property + - Mouseover a point, hold SHIFT, then MOUSEWHEEL up or down to increment / decrement the texture width + +- Add Bezier curve + - Mouseover a point, hold SHIFT, then click and drag to create control points on the point + +- Create New Shape + - Hold SHFT + ALT and click + - The location of the click will be the the first point of a newly created Shape Node + +## Overlap +When multiple points and edges overlap, it can be ambiguous what clicking will do. +SmartShape adheres the following rules: +- If a control point overlaps a vertex, the control point takes priority +- If a control point or vertex overlaps an edge: + - Clicking will move the control point or vert + - Clicking while holding ALT will create new point on the edge + diff --git a/src/addons/rmsmartshape/documentation/FAQ.md b/src/addons/rmsmartshape/documentation/FAQ.md new file mode 100644 index 0000000..1db737b --- /dev/null +++ b/src/addons/rmsmartshape/documentation/FAQ.md @@ -0,0 +1,43 @@ +SmartShape2D - FAQ +--- + +# Why aren't my textures repeating? +If your textures aren't repeating and look something like this: + + + +The issue is most likely that you need to set the texture's import options in Godot: + + + +# Why isn't my shape updaing when I change the Light Mask? +Each shape is currently rendered by multiple-subnodes (Children Node2Ds). +Their owner isn't set, making them invisible in the editor (unless you have debug mode on). + +Unfortunately, there is no accessible signal when changing the Light Mask setting in editor. +That means changing the Light Mask setting in editor won't trigger the children nodes to change THIER Light Mask + +The Shape nodes CAN update their children's light mask, they just need to be triggered to do it manually. +If you update the shape in any way, the shape will update its children's light mask. + +When playing the game, the render Node children are regenerated, ensuring that the light mask will be set +correctly. + +The actual shape has set\_light\_mask overloaded, so changing the light\_mask in code should work without issue + +If you need to manually tell the shape to update its rendering, call the set\_as\_dirty() method + +If anyone has any insights on this issue, please feel free to open an issue on this subject +and let us know how we might be able to fix it + +# Why does changing the width look so ugly? +Changing the width of the quads generally looks best with welding turned off. + +If welding is on, you can still change the width of the quads, but you may need to play with it a bit. +It's best that you change the width gradually in small increments instead of sharply. +Sharply changing the width will result in odd looking shapes. + +[Non-perspective rendering to a non-parallelogram is kinda tough](http://reedbeta.com/blog/quadrilateral-interpolation-part-1/) + +If anyone has any insights on this issue, please feel free to open an issue on this subject +and let us know how we might be able to fix it diff --git a/src/addons/rmsmartshape/documentation/Install.md b/src/addons/rmsmartshape/documentation/Install.md new file mode 100644 index 0000000..ee79664 --- /dev/null +++ b/src/addons/rmsmartshape/documentation/Install.md @@ -0,0 +1,19 @@ +SmartShape2D - Install +--- + + +# Asset Library +- After installing the plugin, you may encounter an error, this is normal. +- You need to restart Godot before using the plugin + +# Manual Install +- Clone the repository at https://github.com/SirRamEsq/SmartShape2D/tree/godot-release +- Move the "addons/rmsmartshape" folder to your project's "addons" folder +- Open your project in Godot to have the addon install +- After installing the plugin, you may encounter an error, this is normal. +- Restart Godot + +# Activate Plugin +- After Installing the plugin, activate the plugin by navigating to Project -> Plugins + + diff --git a/src/addons/rmsmartshape/documentation/Migration.md b/src/addons/rmsmartshape/documentation/Migration.md new file mode 100644 index 0000000..9836536 --- /dev/null +++ b/src/addons/rmsmartshape/documentation/Migration.md @@ -0,0 +1,14 @@ +SmartShape2D - Migration +--- + +You can continue to use the Deprecated 1.x RMSmartShape2D nodes in your projects, but you cannot edit them with +the 2.x version of the plugin. + +If you want to migrate them to a 2.x SmartShape2D node then you can: +- Select a 1.x RMSmartShape2D node in the Scene tree +- This will add a a single icon in the toolbar +- Pressing this icon will recreate the node as a new 2.x SmartShape2D node. +- All the points, control points, and properties will be intact + +Note, Materials from 1.x cannot be automatically updated. You'll need to create new +2.x Shape Materials. After updating a RMSmartShape2D node, the new shape's material will be set to NULL. diff --git a/src/addons/rmsmartshape/documentation/Quickstart.md b/src/addons/rmsmartshape/documentation/Quickstart.md new file mode 100644 index 0000000..bd1523a --- /dev/null +++ b/src/addons/rmsmartshape/documentation/Quickstart.md @@ -0,0 +1,117 @@ +SmartShape2D - QuickStart +--- + + +If you feel like your workflow with SmartShape2D is a little bit slow, try reading [Controls and Hotkeys](./Controls.md). The hotkeys may help you work with the tool more effectively. + +# Creating a Shape +- First, instance a node of either: + - SS2D_Shape_Open + - **SS2D_Shape_Closed** + - **We'll use a closed shape for this Quickstart demo** +- SS2D_Shape_Base cannot be instanced directly +- SS2D_Shape_Anchor is a node that attaches to a shape +- The following Nodes are legacy nodes and are deprecated: + - RMSmartShape2D + - RMSmartShape2DAnchor + + + +# Editing the Shape +- After creating the shape node, make sure it's selected and the toolbar appears and is in Point Edit mode + -  +- Hold ALT and Left Click on the viewport to add points + - If this is a closed shape, the polygon will close after adding the 3rd point +- You should now have a shape consisting of a few points and lines: + + + +# Setting the Fill Texture of the Shape (Closed Shape only) +- To give it some life, we'll want to edit the "Shape Material" in the Inspector +- Under "Shape Material" Expand "Fill Textures" and you'll see an empty array +- Set the Array's size to '1' +- Assign a texture to the newly created slot in the array +- After assigning the shape should now have a valid texture + - If nothing happens after setting the texture, try to force the shape to update by adjusting one of the points +- **Note that "Fill Textures" does not affect SS2D_Shape_Open Nodes at all** +- If you want to add a normal_texture, you would add it using the "Fill Texture Normals" property + + + +# Texturing the Edges +- This where the rubber hits the road, the real meat of the tool +- Under "Shape Material" add an element to the "Edge Meta Materials" property + - Shape Material -> Edge Meta Materials +- Set the resource of the newly created element to "SS2D_Material_Edge_Metadata" + - Unfortunately, due to Godot limitations, every avaiable resource will offered to you instead of the one you want + - The options are alphabetized though, which helps in finding the resource you want +- Expand the first element of the "Edge Meta Materials" that you just set + - Shape Material -> Edge Meta Materials -> element 1 +- Set the value of the "Edge Material" property to a new resource of type "SS2D_Material_Edge" + - Shape Material -> Edge Meta Materials -> element 1 -> Edge Material +- Expand "Edge Material" that you just set +- Add an element to "Textures" and assign the texture to one that you want to use as an edge +- The shape's edges should now update using the texture you set + - If nothing happens after setting the texture, try to force the shape to update by adjusting one of the points +- If you want to add a normal_texture, you would add it using the "Texture Normals" property +- Godot should now look something like this: + + + +## Corners +- If your shape has sharp 90-degree corners, the texture can look a bit warped in those places +- You can specify a unique texture to use for inner and outer corners for each Edge Material +- The following Edge Material properties are used for corners + - Textures Corner Inner + - Texture Normals Corner Inner + - Textures Corner Outer + - Texture Normals Corner Outer +- See how the addition of outer corner textures improves the square created earlier + + + +## Multiple Edge Materials in One Edge +- You can add as many Edge Meta Materials as you want to a Shape Material, each with their own Edge Material +- For instance, you can add an additional egde with a rock texture (and its own set of corner textures) and have it render behind the grass + - To have it render behind the grass, Set the Z index of the meta material + + + +## Normal Range +- Each Meta material has a Normal Range +- The Normal Range indicates when a texture should be rendered + - If the normal range is 0 - 360 or 0 - 0, then any angle is considered in range and the edge will always render + - Angle "0" is Facing directly Right + - Angle "90" is Facing directly Up + - Angle "180" is Facing directly Left + - Angle "270" is Facing directly Down + +- If you wanted to, for example: + - Have rocks display on the bottom part of the shape only + - Have grass display on the sides and top of the shape only +- You could: + - Set the grass Normal Range to 0 - 180 + - Set the rock Normal Range to 181 - 359 + + + +## Material Overrides +- Using Material Overrides will allow you to change how specific edges are rendered +- For Example, to prevent the left edge from rendering, we'll do the following: + - Select the edge edit button from the toolbar  + - Right Click the left edge of the shape + - Press the "Material Override" Button + - Uncheck the "Render" Checkbox + + + +- You can use material overrrides to also specify a specific material for a single edge +- For example, Checking Render and choosing the "Rock" Edge Material will cause the edge to render as rocks, even though the NormalRange configuration would otherwise have it render as grass + +## Multiple Textures +- If more than one texture is specified for an Edge Material, you can specify which texture should be used +- Enter Point Edit mode, mouseover a point, and scroll up or down to change the texture index + +# Anchoring Nodes to the Shape +- To anchor nodes directly to the SmartShape2D node, use SmartSahpeAnchor2D +- You can then make nodes children to the anchor diff --git a/src/addons/rmsmartshape/documentation/Resources.md b/src/addons/rmsmartshape/documentation/Resources.md new file mode 100644 index 0000000..89c9be6 --- /dev/null +++ b/src/addons/rmsmartshape/documentation/Resources.md @@ -0,0 +1,87 @@ +SmartShape2D - Resources +--- + +# Shape Materials +Shape materials provide all the texture and collision information needed by the SmartShape nodes. +Once a shape material is defined, it can be easily reused by any number of SmartShape2D nodes. + +- Edge Meta Materials + - An array of resources of type SS2D_Material_Edge_Metadata +- Fill Textures / Fill Texture Normals + - Used as the texture for the inside of the polygon for Closed Shapes + - Currently, only the first texture can be used, multiple textures may be supported at a later date +- Fill Texture Z Index + - Each Edge Meta Material has a ZIndex indicating which edges are drawn first + - This sets the ZIndex for the fill texture + - This allows the user to draw the fill texture in front of some edges or behind others +- Fill Mesh Offset + - The Offset of the Fill Mesh + - Can be used to grow / shrink the fill mesh +- Render Offset + - Every edge in the shape will be offset by this amount +- Weld + - Whether or not to weld the last quad of an edge with the first quad of the next edge + +# Edge Meta Material +An Edge Meta Material doesn't contain the actual textures used to render an edge like **Edge Material** does. +Instead, this resource contains a single **Edge Material** and describes how and when to render the edge. + +- Normal Range + - The angles at which an edge is allowed to be rendered +- Weld + - Whether or not to weld the quads in this edge +- Render + - Whether or not this edge is visible +- Z Index + - Dictates the order in which edges are drawn +- Offset + - Offset of the edge + - Can use a positive or negative value to draw the edges closer or further from the shape + +# Normal Range +The Normal Range indicates when a texture should be rendered. +Each shape will compare the Surface Normal of an edge to the Normal Range in each Edge Meta Material. +If the edge's Normal is inside a Meta Material's Normal Range, the Meta Material's Edge Material is rendered. + +- A Normal Range is specified in Degrees + - If the normal range is 0 - 360 or 0 - 0, any angle is considered in range and the edge will always render + - Angle "0" is Facing directly Right + - Angle "90" is Facing directly Up + - Angle "180" is Facing directly Left + - Angle "270" is Facing directly Down + +# Edge Material +The actual textures used to define an edge + +For all cases, using texture normals is completely optional +## Textures / Normals +- The primary textures used for the edge +- At least one texture must be defined +- Example:  +## Taper Textures / Normals +These textures will be used as the first or last quad in an edge. +They're named "Taper Textures" because the purpose is to show the edge "tapering off" +- Textures_Taper_Left is the first quad in an edge + - Example:  +- Textures_Taper_Right is the final quad in an edge + - Example:  +## Corner Textures / Normals +These textures will be used when the edge forms a sharp corner (80 degrees - 100 degrees) +These are used because corners can look warped when using only regular textures +- Texture_Corner_Inner is used when the corner forms an inner corner + - Example:  +- Texture_Corner_Outer is used when the corner forms an outer angle + - Example:  +## Fit Mode +Most likely, the textures you use will not *perfectly* fit the polygon. +This setting allows you to determine how SmartShape will rectify this. + +Differt options may look better or worse depending on the art-style. + +- Sqush and Stretch + - Texture will be mutated + - Either slightly squished or stretched to fit the polygon +- Crop + - Texture will not be mutated + - Texture will simply be cropped when changing from one texture to the next + diff --git a/src/addons/rmsmartshape/documentation/Shapes.md b/src/addons/rmsmartshape/documentation/Shapes.md new file mode 100644 index 0000000..d618d44 --- /dev/null +++ b/src/addons/rmsmartshape/documentation/Shapes.md @@ -0,0 +1,60 @@ +SmartShape2D - Shapes +--- + +Each shape consists of a set of points. You can directly edit either the points or the edges between the points in the viewport. + +Shapes are configured to use a [Shape Material]( ./Resources.md#ShapeMaterial ) which determines how the shape is rendered. + +There are three kinds of shapes: +-  **Open Shape** + - This shape's final point **doesn't** connect to its first point. + - This shape **doesn't** make use of the "Fill Textures" parameter in the ShapeMaterial. +-  **Closed Shape** + - This shape's final point **does** connect to its first point. + - This shape **does** make use of the "Fill Textures" parameter in the ShapeMaterial. +-  **Meta Shape** + - This shape sets the points of all children shapes. + - Changing the points of any children shapes will also change the meta shape along with all the meta shapes children. + - Can be edited directly if contains only Open shapes. + - If children include Closed shapes, should only edit the closed shapes. + +# Properties +## Editor Debug +- Will show the bounding box for each quad in the mesh of edges. +- Can be helpful to illustrate why a shape doesn't look the way you expect. +## Flip Edges +- Will flip the edges of the shape (invert y). +## Render Edges +- Whether or not the edges of the shape should be rendered. +## Collision Size +- Size of the collision shape. +## Collision Offset +- Offset of where the collision shape starts and ends. +- A **positive** value offsets the collision shape **outwards**. +- A **negative** value offsets the collision shape **inwards**. +## Tessellation Stages +- Number of stages in the curve tessellation process (Uses Curve2D Internally). +- First Param in Curve2D.tessellate. +- See [Curve2D Documentation](https://docs.godotengine.org/en/3.2/classes/class_curve2d.html#class-curve2d-method-tessellate). +## Tessellation Tolerence +- Tolerence Degrees in the curve tessellation process (Uses Curve2D Internally). +- Second Param in Curve2D.tessellate. +- See [Curve2D Documentation](https://docs.godotengine.org/en/3.2/classes/class_curve2d.html#class-curve2d-method-tessellate). +## Curve Bake Interval +- Bake interval value for Curve2D. +- See [Curve2D Documentation](https://docs.godotengine.org/en/3.2/classes/class_curve2d.html#class-curve2d-property-bake-interval). +## Collision Polygon Node Path +- The path to the CollisionShape that the SmartShape will use for collision. +- Is Autoset when pressing the generate collision button. +## Shape Material +- The material that this shape will use to render itself. +## Points +- **There is no need to edit this property by hand, but you can if you'd like.** +- Contains all of the points and meta-data for the points contained in this shape. +- This data structure is updated as you manipulate the shape. +## Material Overrides +- **There is no need to edit this property by hand, but you can if you'd like.** +- When an edge is given a "Material Override" the data for that edge is stored here. +- This data structure is updated as you manipulate the shape. + + diff --git a/src/addons/rmsmartshape/documentation/Toolbar.md b/src/addons/rmsmartshape/documentation/Toolbar.md new file mode 100644 index 0000000..2a494a5 --- /dev/null +++ b/src/addons/rmsmartshape/documentation/Toolbar.md @@ -0,0 +1,39 @@ +SmartShape2D - Toolbar +--- + +# Create Mode +- In this mode you can start creating a new shape. +- Left-Click anywhere to add a new point. +- Press ESCAPE to exit create mode. +- Hold down ALT and Left-Click to create a point between the two points closest to your mouse. +# Point Mode +- In this mode you can add, delete, and move all of the points that make up a shape +- To **Add** a new point to the shape: + - Hold down ALT and Left-Click anywhere on the viewport to add a point between the two points closest to your mouse. + - Left-Click on an edge between two points. +- To **Move** a point, Left-Click on any point and drag +- To **Delete** a point, Right-Click on any point +- To set the **Control Points** of a point (for curves), hold **Shift**, Left Click on any point and drag + - After the Control Points have been set, you can edit them individually by Left-Clicking and dragging + - You can delete control points by right clicking them + - To make an empty clone SmartShape2D, hold down ALT + SHIFT and Left-Click anywhere in the viewport. +# Edge Mode +- In this mode you can Move Eges and choose how specific edges are rendered +- To **Move** an Edge, Left Click and Drag the Edge +- To **Change an Edges Rendering**, right click the edge and press "**Material Override**" + + +- This popup allows you to **change how edges are rendered** + - **Render** will toggle whether or not this edge will be drawn with Edge Materials + - **Set Material** allows you to choose a specific Edge Material to use to render this edge +# Origin Set +- This tool allows you to set the origin of any SmartShape +- To **Set the Origin** Left Click anywhere on the viewport +# Generate Collision +- If you want your shape to have collision, press this button to autogenerate the collision nodes +- The shape will be made a child of a newly created **StaticBody2D** +- A sibling node, **CollisionPolygon2D** will also be created and added to the SceneTree + - The "Collision Polygon" parameter of the Shape will be set to this sibling **CollisionPolygon2D** +# Snapping +When Moving / Adding points, snapping will cause the positions of the points to snap to the grid. This works the same as Godot's built-in snapping. +You can have snapping either use Global Space, or space relative to the shape's origin. diff --git a/src/addons/rmsmartshape/documentation/VersionHistory.md b/src/addons/rmsmartshape/documentation/VersionHistory.md new file mode 100644 index 0000000..a217bee --- /dev/null +++ b/src/addons/rmsmartshape/documentation/VersionHistory.md @@ -0,0 +1,119 @@ +Version History +--- + +# 2.x +## 2.2 +January 4th 2021 +## Fix +- Fix for crash that would occur when points were aligned *just* right +- See issue 66 + + https://github.com/SirRamEsq/SmartShape2D/issues/66 +## Features +- Each Edge Material can now have a Material (Shader) +- Each Edge Material Meta can have a z-index and z-as-relative set +- See issue 64 + + https://github.com/SirRamEsq/SmartShape2D/issues/64 + +## 2.1 +December 14th 2020 +### Significant Changes from 2.0 +- Improved Width handling +- Improved Welding +- Rendering is now achieved by having multiple child-nodes each render a piece of the shape + + Previously, all the rendering was done by the shape node + + Improves performance + + Fixes lighting bugs +- Point Creation mode reimplemented + + Mode active by default + + Can be exited by pressing ESC +- Several usability additions + + Hotkey for grabbing closest point + + Hotkey for creating new shape at point + + Width Grabber for closest point + + Preview for adding points +- Several Bug fixes and issues closed +### New Features +- Meta Shapes Introduced +- "Fit mode" added to edge material + + Can either squash and stretch the texture or crop it +### Minor Changes +- Changes to GUI Theme + + More in line with standard Godot +- Add windows scripts for running unit tests +- Changed default snap settings to 8x8 pixels + + +## 2.0 +September 7th 2020 +### Significant Changes from 1.0 +- Edge Textures are no longer determined by a cardinal direction (UP, DOWN, LEFT, RIGHT) + - Instead, a starting and ending normal angle is specified for each edge +- Textures are now defined per-edge instead of per-shape +### New Features +- Taper textures + - Instead of simply ending, the user can have an edge "taper-off" +- Editing by Edges +- Material Overrides +### Internal Changes +- Completely overhauled everything +- A rudimentary constraint system is in place + - Closed shapes will add a point when closing, then constrain the added point's position to the first point +- Points are no longer refered to by index, they are refered to by keys + - This enables points to have relationships that aren't affected when: + - Adding/Removing a point + - Changing orientation of the poly +- Many Unit and Integration tests + - Refactored original working code to better support testing +- Kept original scripts and classes from version 1.0 to ease importing + +# 1.x +## Changes in 1.3 +This update primarily fixes bugs and improves existing features to be more usable. +### Changes +- Merged top/left/right/bottom offset into one variable. render offset +### Fixes +- Input bugs +- Edge Flipping +- Polygon orientation bugs +- Quad Welding +- Corer quad generation and welding +- Collision variables in the RMSmartShapeMaterial working as intended + +## Changes in 1.2 +### Tweaks +- Refactoring +- Toolbar takes less space +- Minor bug fixes + +### New Features +- Bezier Curves! + - Hold shift on a control point to create a curve +- Corner Quads! + - Both inner and outer corner quads are now generated + - Textures can be speciied for each direction of both inner and outer quads +- Edge Moving! + - Can move an edge (two points) by pressing SHIFT in move mode and dragging the edge + +## Changes in 1.1 +- Refactoring +- Fixed Errors Occuring when Texture Arrays are size '0' but not null +- Fixed sync between texture, flip, and width indicies + - Would sometimes share a single array between the 3 vars + - Are all unique now + +- Snapping +- More informative toolbar + +## Changes in 1.0 +- Fixed many debug errors reported related to indexing beyond array sizes +- Fixed control point wrapping of RMSmartShapeAnchor2D nodes anchored to RMSmartShape2D nodes. +- Tested on newly released 3.2 Godot. + +## Changes in 0.91 +- Edges are calculated in relationship to object space instead of screen space +- Added option to allow user to let the object recalculate edges based on screen space. +- Fixed uv calculations for flipped textures. +- Fixed uv bug for edge sections less than half the size of texture width +- Added option to allow for a RMSmartShapeAnchor to mimic scale of monitored node +- Removed sections of code related to clockwise versus clockwise checks, very specifically regarding the direction of texture edges. +- Corrected normal texture bug for fill and edge rendering diff --git a/src/addons/rmsmartshape/documentation/imgs/EdgeEdit-MaterialOverride.png b/src/addons/rmsmartshape/documentation/imgs/EdgeEdit-MaterialOverride.png Binary files differnew file mode 100644 index 0000000..56c0070 --- /dev/null +++ b/src/addons/rmsmartshape/documentation/imgs/EdgeEdit-MaterialOverride.png diff --git a/src/addons/rmsmartshape/documentation/imgs/EdgeEdit-MaterialOverride.png.import b/src/addons/rmsmartshape/documentation/imgs/EdgeEdit-MaterialOverride.png.import new file mode 100644 index 0000000..c53ac4a --- /dev/null +++ b/src/addons/rmsmartshape/documentation/imgs/EdgeEdit-MaterialOverride.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="StreamTexture" +path="res://.import/EdgeEdit-MaterialOverride.png-c7a5aea83c0bc6ee259d6cef1594c77f.stex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/rmsmartshape/documentation/imgs/EdgeEdit-MaterialOverride.png" +dest_files=[ "res://.import/EdgeEdit-MaterialOverride.png-c7a5aea83c0bc6ee259d6cef1594c77f.stex" ] + +[params] + +compress/mode=0 +compress/lossy_quality=0.7 +compress/hdr_mode=0 +compress/bptc_ldr=0 +compress/normal_map=0 +flags/repeat=0 +flags/filter=true +flags/mipmaps=false +flags/anisotropic=false 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b/src/addons/rmsmartshape/documentation/imgs/grass-taper-right.png diff --git a/src/addons/rmsmartshape/documentation/imgs/grass-taper-right.png.import b/src/addons/rmsmartshape/documentation/imgs/grass-taper-right.png.import new file mode 100644 index 0000000..b33aab2 --- /dev/null +++ b/src/addons/rmsmartshape/documentation/imgs/grass-taper-right.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="StreamTexture" +path="res://.import/grass-taper-right.png-cf9d8506b4383200c1b2f73bbee890ca.stex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/rmsmartshape/documentation/imgs/grass-taper-right.png" +dest_files=[ "res://.import/grass-taper-right.png-cf9d8506b4383200c1b2f73bbee890ca.stex" ] + +[params] + +compress/mode=0 +compress/lossy_quality=0.7 +compress/hdr_mode=0 +compress/bptc_ldr=0 +compress/normal_map=0 +flags/repeat=0 +flags/filter=true +flags/mipmaps=false +flags/anisotropic=false +flags/srgb=2 +process/fix_alpha_border=true +process/premult_alpha=false +process/HDR_as_SRGB=false +process/invert_color=false +stream=false +size_limit=0 +detect_3d=true +svg/scale=1.0 diff --git a/src/addons/rmsmartshape/documentation/imgs/grass.png b/src/addons/rmsmartshape/documentation/imgs/grass.png Binary files differnew file mode 100644 index 0000000..caa0420 --- /dev/null +++ b/src/addons/rmsmartshape/documentation/imgs/grass.png diff --git a/src/addons/rmsmartshape/documentation/imgs/grass.png.import b/src/addons/rmsmartshape/documentation/imgs/grass.png.import new file mode 100644 index 0000000..f048d8a --- /dev/null +++ b/src/addons/rmsmartshape/documentation/imgs/grass.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="StreamTexture" +path="res://.import/grass.png-fa15bea5df6ff44d00ce33d862b13772.stex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/rmsmartshape/documentation/imgs/grass.png" +dest_files=[ "res://.import/grass.png-fa15bea5df6ff44d00ce33d862b13772.stex" ] + 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a/src/addons/rmsmartshape/documentation/imgs/sample.png b/src/addons/rmsmartshape/documentation/imgs/sample.png Binary files differnew file mode 100644 index 0000000..bf47a3e --- /dev/null +++ b/src/addons/rmsmartshape/documentation/imgs/sample.png diff --git a/src/addons/rmsmartshape/documentation/imgs/sample.png.import b/src/addons/rmsmartshape/documentation/imgs/sample.png.import new file mode 100644 index 0000000..6182bea --- /dev/null +++ b/src/addons/rmsmartshape/documentation/imgs/sample.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="StreamTexture" +path="res://.import/sample.png-563be6bc44385bf1bd8ae20683490cac.stex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/rmsmartshape/documentation/imgs/sample.png" +dest_files=[ "res://.import/sample.png-563be6bc44385bf1bd8ae20683490cac.stex" ] + +[params] + +compress/mode=0 +compress/lossy_quality=0.7 +compress/hdr_mode=0 +compress/bptc_ldr=0 +compress/normal_map=0 +flags/repeat=0 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