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Update docs - add UI & keyboard shortcut docs
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User Interface | ||
================= | ||
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**Table of Contents** | ||
* [Main Viewport Shortcuts](#main-viewport-shortcuts) | ||
* [Asset Dock](#asset-dock) | ||
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## Main Viewport Shortcuts | ||
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The tool bar on the left provides operations for sculpting, texturing, and other features. Each button has a tooltip that describes what it does. | ||
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**Terrain Operations** | ||
* <kbd>Ctrl + LMB</kbd> - **Inverses the operation** where applicable. Eg. Add or *remove* regions. Raise or *lower* terrain. Create or *remove* holes, foliage, navigation, etc. | ||
* <kbd>Alt + LMB</kbd> - Change to **lift floors** mode. Sculpting only. This lifts up lower portions of the terrain without affecting higher terrain around it. Use it along the bottom of cliff faces. See [videos demonstrating before and after](https://github.com/TokisanGames/Terrain3D/pull/409). | ||
* <kbd>Ctrl + Alt + LMB</kbd> - Change to **flatten peaks** mode. Sculpting only. The inverse of the above. This reduces peaks and ridges without affecting lower terrain around it. | ||
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Note: Touchscreen users have a `Remove Lock` option appear on the settings bar to fill in the role of Ctrl. | ||
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**Godot Shortcuts** | ||
* <kbd>Ctrl + Z</kbd> - Undo. You can also view the operations in Godot's `History` panel. | ||
* <kbd>Ctrl + Shift + Z</kbd> - Redo. | ||
* <kbd>Ctrl + S</kbd> - Save the scene and all data. | ||
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--- | ||
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## Asset Dock | ||
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### Dock Position | ||
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The asset dock houses the list of textures and meshes available for use in Terrain3D. The contents are stored in the [Terrain3DAssets](../api/class_terrain3dassets.rst) resource shown in the inspector when the Terrain3D node is selected. | ||
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```{image} images/ui_asset_dock_bottom.png | ||
:target: ../_images/ui_asset_dock_bottom.png | ||
``` | ||
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Click `Textures` or `Meshes` to switch between the asset types. | ||
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The dropdown box allows you to select the dock position. Shown above, it is docked to the bottom panel. Below, it is docked to the right sidebar, in the [bottom right position](https://docs.godotengine.org/en/stable/classes/class_editorplugin.html#class-editorplugin-constant-dock-slot-left-ul). | ||
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```{image} images/ui_asset_dock_sidebar.png | ||
:target: ../_images/ui_asset_dock_sidebar.png | ||
``` | ||
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The icon with white and grey boxes in the top right can be used to pop out the dock into its own window. While in this state, there is a pin button that allows you to enable or disable always-on-top. | ||
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Next the slider will resize the thumbnails. | ||
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Finally, when the dock is in the sidebar, there are three vertical, grey dots, shown in the image above in the top right. This also allows you to change the sidebar position, however setting it here won't save. Ignore this and use our dropdown instead. | ||
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### Setting Up Assets | ||
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#### Adding Assets | ||
You can add content by dragging a texture onto the `Add Texture` icon, a mesh (as a packed scene: tscn, scn, fbx, glb) onto the `Add Mesh` icon, or clicking either Add button and setting them up. | ||
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Each asset resource type has their own settings described in the API docs for [Terrain3DTextureAsset](../api/class_terrain3dtextureasset.rst) and [Terrain3DMeshAsset](../api/class_terrain3dmeshasset.rst). | ||
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#### Operations | ||
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<kbd>LMB</kbd> - Select the asset to paint with. | ||
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<kbd>RMB</kbd> - Edit the asset in the inspector. You can also click the pencil on the thumbnail. | ||
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<kbd>MMB</kbd> - Clear the asset. You can also click the X on the thumbnail. If this asset is at the end of the list, this will also remove it. You can clear and reuse this asset, or change its ID to move it to the end for removal. When using the instancer, this will remove all instances painted on the ground. It will ask for confirmation first. | ||
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