Skip to content

Commit 747dafb

Browse files
authored
Merge pull request #11936 from Calinou/update-default-icon-path
Replace mentions of the default `icon.png` with `icon.svg`
2 parents a030f64 + 3d66d46 commit 747dafb

4 files changed

Lines changed: 11 additions & 11 deletions

File tree

tutorials/2d/2d_movement.rst

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -19,7 +19,7 @@ Setup
1919
-----
2020

2121
Each example below uses the same scene setup. Start with a ``CharacterBody2D`` with two
22-
children: ``Sprite2D`` and ``CollisionShape2D``. You can use the Godot icon ("icon.png")
22+
children: ``Sprite2D`` and ``CollisionShape2D``. You can use the Godot icon (``icon.svg``)
2323
for the Sprite2D's texture or use any other 2D image you have.
2424

2525
Open ``Project -> Project Settings`` and select the "Input Map" tab. Add the following

tutorials/plugins/editor/making_plugins.rst

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -164,7 +164,7 @@ clicked. For that, we'll need a script that extends from
164164

165165
# Icons are optional.
166166
# Alternatively, you may use the UID of the icon or the absolute path.
167-
@icon("icon.png")
167+
@icon("icon.svg")
168168

169169
# Automatically register the node in the Create New Node dialog
170170
# and make it available for use with other scripts.
@@ -188,7 +188,7 @@ clicked. For that, we'll need a script that extends from
188188

189189
// Icons are optional.
190190
// Alternatively, you may use the UID of the icon or the absolute path.
191-
[Icon("icon.png")]
191+
[Icon("icon.svg")]
192192

193193
// Automatically register the node in the Create New Node dialog
194194
// and make it available for use with other scripts.
@@ -209,7 +209,7 @@ clicked. For that, we'll need a script that extends from
209209
That's it for our basic button. You can save this as ``my_button.gd`` inside the
210210
plugin folder. You may have a 16×16 icon to show in the scene tree. If you
211211
don't have one, you can grab the default one from the engine and save it in your
212-
`addons/my_custom_node` folder as `icon.png`, or use the default Godot logo
212+
`addons/my_custom_node` folder as `icon.svg`, or use the default Godot logo
213213
(`preload("res://icon.svg")`).
214214

215215
.. tip::

tutorials/scripting/gdscript/gdscript_basics.rst

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1701,7 +1701,7 @@ Here are some examples of expressions:
17011701
do_something() # Function call.
17021702
[1, 2, 3] # Array definition.
17031703
{A = 1, B = 2} # Dictionary definition.
1704-
preload("res://icon.png") # Preload builtin function.
1704+
preload("res://icon.svg") # Preload builtin function.
17051705
self # Reference to current instance.
17061706

17071707
Identifiers, attributes, and subscripts are valid assignment targets. Other expressions cannot be on the left side of

tutorials/ui/size_and_anchors.rst

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -9,9 +9,9 @@ resolution, positioning controls would be a simple matter of setting the
99
position and size of each one of them. Unfortunately, that is rarely the
1010
case.
1111

12-
While some configurations may be more common than others, devices like
13-
phones, tablets and portable gaming consoles can vary greatly. Therefore,
14-
we often have to account for different aspect ratios, resolutions and user
12+
While some configurations may be more common than others, devices like
13+
phones, tablets and portable gaming consoles can vary greatly. Therefore,
14+
we often have to account for different aspect ratios, resolutions and user
1515
scaling.
1616

1717
There are several ways to account for this, but for now, let's just imagine
@@ -22,7 +22,7 @@ the top of the screen, or maybe the right or left margins.
2222
.. image:: img/anchors.png
2323

2424
This is done by editing the *anchor offsets* of controls, which behave similar
25-
to a margin. To access these settings, you will first need to select the *Custom*
25+
to a margin. To access these settings, you will first need to select the *Custom*
2626
anchor preset.
2727

2828
Each control has four anchor offsets: left, right, bottom, and top, which correspond
@@ -72,7 +72,7 @@ a TextureRect can be centered in its parent:
7272
.. code-tab:: gdscript GDScript
7373

7474
var rect = TextureRect.new()
75-
rect.texture = load("res://icon.png")
75+
rect.texture = load("res://icon.svg")
7676
rect.anchor_left = 0.5
7777
rect.anchor_right = 0.5
7878
rect.anchor_top = 0.5
@@ -88,7 +88,7 @@ a TextureRect can be centered in its parent:
8888

8989
var rect = new TextureRect();
9090

91-
rect.Texture = ResourceLoader.Load<Texture>("res://icon.png");
91+
rect.Texture = ResourceLoader.Load<Texture>("res://icon.svg");
9292
rect.AnchorLeft = 0.5f;
9393
rect.AnchorRight = 0.5f;
9494
rect.AnchorTop = 0.5f;

0 commit comments

Comments
 (0)