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-.. toctree:: - :maxdepth: 1 - :name: toc-learn-features-assetlib - - what_is_assetlib - using_assetlib - submitting_to_assetlib diff --git a/community/asset_library/submitting_to_assetlib.rst b/community/asset_library/submitting_to_assetlib.rst deleted file mode 100644 index dbfdd20..0000000 --- a/community/asset_library/submitting_to_assetlib.rst +++ /dev/null @@ -1,214 +0,0 @@ -.. _doc_submitting_to_assetlib: - -Submitting to the Asset Library -=============================== - -Introduction ------------- - -This tutorial aims to serve as a guide on how you can submit your own assets -to the `Godot Asset Library `_ -and share them with the Godot community. - -As mentioned in the :ref:`doc_using_assetlib` document, in order to be able to -submit assets to the AssetLib, you need to have a registered account, and be -logged in. - -Submission guidelines ---------------------- - -Before submitting your asset, please ensure it follows all of the -requirements, and also consider following the recommendations. - -Requirements -~~~~~~~~~~~~ - -Generally speaking, most assets people submit to the asset library -are accepted. However, in order for your asset to be accepted, there -are a few requirements your asset needs to meet to be approved. - -* The asset must **work**. If the asset doesn't run or otherwise doesn't - work in the specified Godot version, then it will be rejected. - -* The asset must have a proper **.gitignore** file. It's important to - keep redundant data out of the repository. - `Here's a template. `_ - -* No **submodules**, or any submodules must be non-essential. GitHub - does not include submodules in the downloaded ZIP file, so if the - asset needs the contents of the submodule, your asset won't work. - -* The **license** needs to be correct. The license listed on the asset - library must match the license in the repository. The repo MUST - have a license file, called either "LICENSE" or "LICENSE.md". - This file must contain the license text itself and a copyright - statement that includes the year(s) and copyright holder. - -* Use proper **English** for the name and description of your asset. - This includes using correct capitalization, and using full - sentences in the description. You can also include other languages, - but there should at least be an English version. - -* The icon link must be a **direct link**. For icons hosted on GitHub, the - link must start with "raw.githubusercontent.com", not "github.com". - -Recommendations -~~~~~~~~~~~~~~~ - -These things are not required for your asset to be approved, but -if you follow these recommendations, you can help make the asset -library a better place for all users. - -* Fix or suppress all script **warnings**. The warning system is there to - help identify issues with your code, but people using your asset - don't need to see them. - -* Make your code conform to the official **style guides**. Having a - consistent style helps other people read your code, and it also helps - if other people wish to contribute to your asset. See: the - :ref:`doc_gdscript_styleguide` or the :ref:`doc_c_sharp_styleguide`. - -* If you have screenshots in your repo, place them in their own subfolder - and add an empty **.gdignore** file in the same folder (note: **gd**, not **git**). - This prevents Godot from importing your screenshots. - On Windows, open a command prompt in the project folder and run - ``type nul > .gdignore`` to create a file whose name starts with a period. - -* If your asset is a library for working with other files, - consider including **example files** in the asset. - -* Consider adding a **.gitattributes** file to your repo. This file allows - giving extra instructions to Git, such as specifying line endings and listing - files not required for your asset to function with the ``export-ignore`` - directive. This directive removes such files from the resulting ZIP file, - preventing them from being downloaded by the asset library users. - These are common examples of **.gitattributes**: - - .. tabs:: - - .. tab:: Projects / Templates - - .. code-block:: shell - - # Normalize line endings for all files that Git considers text files. - * text=auto eol=lf - - .. tab:: Addons / Asset Packs - - .. code-block:: shell - - # Normalize line endings for all files that Git considers text files. - * text=auto eol=lf - - # Only include the addons folder when downloading from the Asset Library. - /** export-ignore - /addons !export-ignore - /addons/** !export-ignore - -* If you are submitting a plugin, add a **copy** of your license and readme - to the plugin folder itself. This is the folder that users are guaranteed to - keep with their project, so a copy ensures they always have those files handy - (and helps them fulfill your licensing terms). - -* The **icon** should be a square, its aspect ratio should be 1:1. It should - also ideally have a minimum resolution of 64x64 pixels. - -* While the asset library allows more than just GitHub, consider - hosting your asset's source code on **GitHub**. Other services may not - work reliably, and a lack of familiarity can be a barrier to contributors. - -Submitting ----------- - -Once you are logged in, you will be able to head over to the "Submit Assets" page -of the AssetLib, which will look like this: - -|image0| - -While it may look like a lot (and there is more as you scroll down), each field is -described in terms of what you should put in. We will nonetheless go over what -is required in the submission form here as well. - -* **Asset Name**: - The name of your asset. Should be a unique, descriptive title of - what your asset is. -* **Category**: - The category that your asset belongs to, and will be shown in - search results. The category is split into **Addons** and **Projects**. - In-editor, assets of the Project type (Templates, Demos, Projects) only show - up when viewing the AssetLib from the Project Manager, while assets of the - Addon type will only be visible from inside a project. -* **Godot version**: - The version of the engine that the asset works with. - Currently, it's not possible to have a single asset entry contain downloads for - multiple engine versions, so you may need to re-submit the asset multiple times, - with an entry for each Godot version it supports. This is particularly important - when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x. -* **Version**: - The version number of the asset. While you are free to choose - and use any versioning scheme that you like, you may want to look into - something such as `SemVer `_ if you want your asset's - versioning scheme to be clear and consistent. Note that there is also an - internal version number, incremented every time the asset download URL is - changed or updated. -* **Repository host**: - Assets uploaded to the AssetLib are not hosted on it - directly. Instead, they point to repositories hosted on third-party Git providers, - such as GitHub, GitLab or Bitbucket. This is where you choose which provider - your asset uses, so the site can compute the final download link. -* **Repository URL**: - The URL to your asset's files/webpage. This will vary - based on your choice of provider, but it should look similar to `https://github.com//`. -* **Issues URL**: - The URL to your asset's issue tracker. Again, this will differ - from repository host to repository host, but will likely look similar to - `https://github.com///issues`. You may leave this field empty - if you use your provider's issue tracker, and it's part of the same repository. -* **Download Commit**: - The commit of the asset. For example, - `b1d3172f89b86e52465a74f63a74ac84c491d3e1`. The site computes - the actual download URL from this. -* **Icon URL**: - The URL to your asset's icon (which will be used as a thumbnail - in the AssetLib search results and on the asset's page). Should be an image - in either the PNG or JPG format. -* **License**: - The license under which you are distributing the asset. The list - includes a variety of free and open-source software licenses, such as GPL - (v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org `_ - for a detailed description of each of the listed licenses. -* **Description**: - Finally, you can use the Description field for a textual - overview of your asset, its features and behavior, a changelog, et cetera. In the - future, formatting with Markdown will be supported, but currently, your only - option is plain text. - -You may also include up to three video and/or image previews, which will be shown -at the bottom of the asset page. Use the "Enable" checkbox on each of the preview -submission boxes to enable them. - -* **Type**: - Either an image, or a video. -* **Image/YouTube URL**: - Either a link to the image, or to a video, hosted on YouTube. -* **Thumbnail URL**: - A URL to an image that will be used as a thumbnail for the - preview. This option will be removed eventually, and thumbnails will be automatically - computed instead. - -Once you are done, press "Submit". Your asset will be entered into the review queue. -You can check all assets currently pending a review `here `_ . -The approval process is manual and may take up to a few days for your asset to be accepted (or rejected), so please -be patient! - -.. note:: - - You may have some luck accelerating the approval process by messaging the - moderators and AssetLib reviewers on the `Godot Contributors Chat `_, - or the official Discord server. - -You will be informed when your asset is reviewed. If it was rejected, -you will be told why that may have been, and you will be able to submit it again -with the appropriate changes. - -.. |image0| image:: img/assetlib_submit.png diff --git a/community/asset_library/using_assetlib.rst b/community/asset_library/using_assetlib.rst deleted file mode 100644 index 0bc7bde..0000000 --- a/community/asset_library/using_assetlib.rst +++ /dev/null @@ -1,201 +0,0 @@ -.. _doc_using_assetlib: - -Using the Asset Library -======================= - -On the website --------------- - -Overview -~~~~~~~~ - -As mentioned before, you can access the web frontend of the Asset Library on -`Godot's official website `_. -This is what it looks like when you first visit it: - -|image0| - -At the top, you see the **header**, which takes you to various other parts of the -AssetLib - at the moment, it's empty, as we are not logged in. - -Searching -~~~~~~~~~ - -In the center is the **search bar + settings** section, and the **assets** section -below it - this lets you filter out certain kinds of assets based on a host -of criteria. These include the asset **category** (such as 2D tools, scripts -and demos), **engine version** they are intended for, **sorting order** (by -update date, by name, etc.) and **support level**. - -While most other filter settings should be fairly self-explanatory, it's worth -going over what "support level" means in the Asset Library. -Currently there are three support levels, and each asset can belong to only one. - -**Official** assets are created and maintained by the official Godot Engine -developers. Currently, these include the official engine demos, which showcase -how various areas of the engine work. - -**Community** assets are submitted and maintained by the members of the -Godot community. - -**Testing** assets are works-in-progress, and may contain bugs and usability -issues. They are not recommended for use in serious projects, but you are -encouraged to download, test them, and submit issues to the original authors. - -You can mix and match any of the search filters and criteria, and upon clicking -the Search button, receive the list of all assets in the Library that match them. - -|image1| - -Note that the search results are not updated in real-time, so you will have to -re-submit the search query each time you change the query settings. - -Breakdown of an asset -~~~~~~~~~~~~~~~~~~~~~ - -Now let's take a look at what an asset's page looks like and what it contains. - -|image2| - -1. Asset's thumbnail/icon. -2. Asset's name. -3. Current version number of the asset. -4. Asset's category, Godot version, and support status. -5. Asset's original author/submitter. -6. The license the asset is distributed under. -7. The date of the asset's latest edit/update. -8. A textual description of the asset. -9. Links related to the asset (download link, file list, issue tracker). -10. Images and videos showcasing the asset. - -Registering and logging in -~~~~~~~~~~~~~~~~~~~~~~~~~~ - -In order to upload assets to the AssetLib, you need to be logged in, and to do -that, you need a registered user account. In the future, this may also give you -access to other features, such as commenting on or rating the existing assets. -You do *not* need to be logged in to browse and download the assets. - -The login/registration page can be accessed from the AssetLib header. - -|image3| - -From here, you can register your account, which requires a valid email address, -a username, and a (preferably strong) password. - -|image4| - -Then, you can use your username and password to log in. - -|image5| - -This will change the look of the AssetLib header. Now you get access to a handful of -new functions: - -- The feed, which shows a list of status updates on your submitted assets (and possibly more in the future). -- A list of your uploaded assets. -- The ability to submit new assets. - -|image6| - -You can learn how to submit assets to the Library, and what the asset submission -guidelines are, in the next part of this tutorial, :ref:`doc_submitting_to_assetlib`. - -.. _doc_using_assetlib_editor: - -In the editor -------------- - -.. note:: - - The editor will display different categories of assets depending on whether - you're browsing the project manager's **Templates** tab or the editor's - **AssetLib** tab. - - The project manager's **Templates** tab will only display assets that are - standalone projects by themselves. This is denoted on the asset library with - the *Templates*, *Demos* and *Projects* categories. - - The editor's **AssetLib** tab will only display assets that are *not* standalone - projects by themselves. In other words, it will display assets from all - categories except *Templates*, *Demos* and *Projects*. - -You can also access the AssetLib directly from Godot: - -|image7| - -|image14| - -Click on it, and Godot will fetch info about the assets from the AssetLib. Once -it's finished, you will see a window similar to what the AssetLib website looks -like, with some differences: - -|image8| - -Similarly to the web version of the AssetLib, here you can search -for assets by category, name, and sort them by factors such as name or edit date. - -Notably, you can only fetch assets for the current version of Godot you are running. -Projects, Demos and Templates can be downloaded from the Project Manager -view of the AssetLib. Addons (tools, scripts, materials etc.) can be downloaded from -the in-project AssetLib and added to the current project. -In addition, unlike when using the web frontend, the search results are updated -in real-time (you do not have to press Search after every change to your search -query for the changes to take place). - -In the future, you will be able to choose a different AssetLib provider to fetch -assets from (using the Site dropdown menu), however currently only the official -`Godot website `_ version of the AssetLib is supported, -as well as the version that may be running on your local machine's web server -(the localhost option). - -When you click on an asset, you will see more information about it. - -|image9| - -If you click on the Install button, Godot will fetch an archive of the asset, -and will track download progress of it at the bottom of the editor window. If -the download fails, you can retry it using the Retry button. - -|image10| - -When it finishes, you can proceed to install it using the Install button. -This will bring up the Package Installer window. - -|image11| - -Here you can see a list of all the files that will be installed. You can tick off -any of the files that you do not wish to install, and Godot will also inform you -about any problems with files that it cannot install. These files will be shown -in red, and hovering over them will show you a message stating why it cannot be -installed. - -|image12| - -Once you are done, you can press the Install button, which will unzip all the -files in the archive, and import any assets contained therein, such as images or -3D models. Once this is done, you should see a message stating that the Package -installation is complete. - -|image13| - -You may also use the Import button to import asset archives obtained -elsewhere (such as downloading them directly from the AssetLib web frontend), -which will take you through the same package installation procedure as with the -assets downloaded directly via Godot that we just covered. - -.. |image0| image:: img/assetlib_website.png -.. |image1| image:: img/assetlib_search.png -.. |image2| image:: img/assetlib_asset.png -.. |image3| image:: img/assetlib_register-login.png -.. |image4| image:: img/assetlib_register.png -.. |image5| image:: img/assetlib_login.png -.. |image6| image:: img/assetlib_login_header.png -.. |image7| image:: img/assetlib_editor_workspace.png -.. |image8| image:: img/assetlib_editor.png -.. |image9| image:: img/assetlib_editor_asset.png -.. |image10| image:: img/assetlib_editor_download.png -.. |image11| image:: img/assetlib_editor_installer.png -.. |image12| image:: img/assetlib_editor_installer_error.png -.. |image13| image:: img/assetlib_editor_installer_success.png -.. |image14| image:: img/assetlib_editor_projects.png diff --git a/community/asset_library/what_is_assetlib.rst b/community/asset_library/what_is_assetlib.rst deleted file mode 100644 index 10c2f7d..0000000 --- a/community/asset_library/what_is_assetlib.rst +++ /dev/null @@ -1,50 +0,0 @@ -.. _doc_what_is_assetlib: - -About the Asset Library -======================= - -The Godot Asset Library, otherwise known as the AssetLib, is a repository of -user-submitted Godot addons, scripts, tools, and other resources, collectively referred -to as assets. They're available to all Godot users for download directly from within the -engine, but it can also be accessed at Godot's `official website `_. - -On the surface, the Asset Library might look and function similar to asset -stores available for other engines, such as Unity's Asset Store, or Unreal -Engine's Marketplace, where you can submit both freely-available assets, as well -as paid, commercial ones. In addition, often times such assets are distributed -under non-free, proprietary licenses, limiting what you can do with them. - -The Asset Library is different - all assets are distributed free of charge, and under -a host of open-source licenses (such as the MIT license, the GPL, and the Boost Software License). -This makes the AssetLib more similar to the software repositories of a Linux distribution. - -This set of pages will cover how to use the AssetLib (both from inside Godot, and on the -website), how you can submit your own assets, and what the guidelines for submission are. - -Please note that the AssetLib is relatively young - it may have various pain points, bugs, -and usability issues. As with all Godot projects, the code repository is available on `GitHub `_, -where you can submit pull requests and issues, so please do not hesitate to visit it! - -Types of assets ---------------- - -Be aware that there are, broadly, two different types of assets you can post. - -* Assets labeled as "Templates", "Projects", or "Demos" appear under - the "Templates" tab in the Godot project manager. These assets are - standalone Godot projects that can run by themselves. - -* Other assets show up inside of the Godot editor under the "AssetLib" - main screen tab, next to "2D", "3D", and "Script". These assets are - meant to be downloaded and placed into an existing Godot project. - -Frequently asked questions --------------------------- - -Can paid assets be uploaded to the asset library? -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - -Not to the official one, though in the future, there might be other asset -libraries which allow it. -That said, you are allowed to monetize and sell Godot assets outside the -Asset Library. diff --git a/community/channels.rst b/community/channels.rst deleted file mode 100644 index c96bd5e..0000000 --- a/community/channels.rst +++ /dev/null @@ -1,60 +0,0 @@ -.. _doc_community_channels: - -Community channels -================== - -So, where is the Godot community and where can you ask questions and get help? - -Note that some of these channels are run and moderated by members of the Godot community or third parties. - -A brief overview over these and other channels is also available on the `Godot website `_. - -Q&A ---- - -- `Official Godot Questions & Answers `_ - -Rocket.Chat ------------ - -- `Godot Contributors Chat `_ - -IRC on Libera.Chat ------------------- - -.. note:: - - As of January 2021, core developer chat has moved to the Godot Contributors Chat platform listed above. - -- `General: #godotengine `_ - -IRC is less active than Discord. Please stick around to get an answer, as -it may take several hours for someone to see and answer your questions. - -Other chats ------------ - -- `Discord `_ -- `Matrix (IRC compatible) `_ - -Language-based communities --------------------------- - -See the `User groups `_ page of -the website for a list of local communities. - -Social networks ---------------- - -- `GitHub `_ -- `Facebook group `_ -- `Twitter `_ - (see also the `#GodotEngine `_ hashtag) -- `Reddit `_ -- `YouTube `_ -- `Steam `_ - -Forum ------ - -- `Godot Forums `_ diff --git a/index.rst b/index.rst index af5e837..099008b 100644 --- a/index.rst +++ b/index.rst @@ -128,8 +128,6 @@ The main documentation for the site is organized into the following sections: :name: sec-community community/contributing/index - community/asset_library/index - community/channels community/tutorials .. Indices and tables