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Various fixes (#549)
* various fixes * scale down toolbar image
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docs/en/manuals/atlas.md

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Make sure that you have added your images to the project (drag and drop image files to the right location in the *Assets* browser)
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Adding single images
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: <kbd>Right click</kbd> the root Atlas entry in the *Outline* pane.
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: Drag and drop images from the *Asset* pane to the editor view.
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Alternatively, <kbd>Right click</kbd> the root Atlas entry in the *Outline* pane.
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Select <kbd>Add Images</kbd> from the pop up context menu to add single images.
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A new, empty, animation group with a default name ("New Animation") is added to the atlas.
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<kbd>Right click</kbd> then new group and select <kbd>Add Images</kbd> from the context menu.
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Drag and drop images from the *Asset* pane to the editor view to add them to the currently selected group.
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Alternatively, <kbd>Right click</kbd> the new group and select <kbd>Add Images</kbd> from the context menu.
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A dialog opens from which you can find and select the images you want to add to the animation group.
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: The width and height of the image (read-only).
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Pivot
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: The pivot point of the image (in units). Top left is (0,0) and bottom right is (1,1). Default is (0.5, 0.5). The pivot may be outside of the 0-1 range. The pivot point is where the image will be centered when used in e.g. a sprite.
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: The pivot point of the image (in units). Top left is (0,0) and bottom right is (1,1). Default is (0.5, 0.5). The pivot may be outside of the 0-1 range. The pivot point is where the image will be centered when used in e.g. a sprite. You can modify the pivot point by dragging the pivot handle on the editor view. The handle will be visible, only when a single image is selected. Snapping can be enabled on <kbd>Shift</kbd> down while dragging.
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Sprite Trim Mode
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: How the sprite is rendered. The default is to render the sprite as a rectangle (Sprite Trim Mode set to Off). If the sprite contains a lot of transparent pixels it may be more efficient to render the sprite as a non rectangular shape using between 4 and 8 vertices. Note that sprite trimming does not work together with slice-9 sprites.

docs/en/manuals/editor.md

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- Zoom: <kbd>Alt + Right button</kbd> (three button mouse) or <kbd>Ctrl + Mouse button</kbd> (one button). If your mouse has a scroll wheel, it can be used to zoom.
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- Rotate in 3D: <kbd>Ctrl + left mouse button</kbd>.
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There is a toolbar in the top right corner of the scene view where you find object manipulation tools: *Move*, *Rotate* and *Scale* as well as *Camera Perspective* and *Visibility Filters*.
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There is a toolbar in the top right corner of the scene view where you find object manipulation tools: *Move*, *Rotate* and *Scale* as well as *2D Mode*, *Camera Perspective* and *Visibility Filters*.
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![toolbar](images/editor/toolbar.png)
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docs/en/manuals/gui.md

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![dependencies](images/gui/dependencies.png)
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To add a new dependency, <kbd>right click</kbd> the "Gui" root in the *Outline*, then select <kbd>Add ▸ [type]</kbd> from the popup context menu.
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To add a new dependency, drag and drop it from the *Asset* pane to the editor view.
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Alternatively, <kbd>right click</kbd> the "Gui" root in the *Outline*, then select <kbd>Add ▸ [type]</kbd> from the popup context menu.
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You can also <kbd>right click</kbd> on the folder icon for the type you want to add and select <kbd>Add ▸ [type]</kbd>.
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docs/en/manuals/physics-shapes.md

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2. Edit the file manually using a text editor or external tool (see below)
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3. Instead of adding shapes to the collision object component, set the *Collision Shape* property to the *convex shape* file.
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::: sidenote
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The shape will not be drawn in the editor. You can [enable Physics debugging](/manuals/debugging/#debugging-problems-with-physics) at runtime to see the shape.
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:::
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### File Format
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The convex hull file format uses the same data format as all other Defold files, ie the protobuf text format. A convex hull shape defines the points of the hull in a counter clockwise order. Example:
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The convex hull file format uses the same data format as all other Defold files, ie the protobuf text format. A convex hull shape defines the points of the hull. In 2D physics, the points should be provided in a counter clockwise order. An abstract point cloud is used in 3D physics mode. 2D example:
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```
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shape_type: TYPE_HULL
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## Rotating collision shapes in 2D physics
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Collision shapes in 2D physics can only be rotated around the z-axis. Rotation around the x or y axis will yield incorrect results and should be avoided, even when rotating 180 degrees to essentially flip the shape along the x or y axis. To flip a physics shape it is recommended to use [`physics.set_hlip(url, flip)`](/ref/stable/physics/?#physics.set_hflip:url-flip) and [`physics.set_vlip(url, flip)`](/ref/stable/physics/?#physics.set_vflip:url-flip).
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# Debugging
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You can [enable Physics debugging](/manuals/debugging/#debugging-problems-with-physics) to see the collision shapes at runtime.

docs/en/manuals/properties.md

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* GUI node properties
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* Shader constants defined in shaders and material files (see [Material documentation](/manuals/material) for details)
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Numeric properties display a drag handle when you hover over their input field. You can increase/decrease their value, by dragging the handle right/left or up/down respectively.
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Depending on where a property is found, you access it via a generic function, or a property-specific function. Many of the properties can be automatically animated. Animating properties through the built-in system is highly recommended over manipulating the properties yourself (inside an `update()` function), both for performance reasons as well as convenience.
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Composite properties of type `vector3`, `vector4` or `quaternion` also expose their sub-components (`x`, `y`, `z` and `w`). You can address the components individually by suffixing the name with a dot (`.`) and the name of the component. For example, to set the x-component of a game object's position:

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