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Some warning fixes.
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_header.rst

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.. |UserComponentsCompiler| replace:: User Components compiler
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.. _UserComponentsCompiler: ../scene-editor/user-components-compiler.html
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.. |JavaScriptEditor| replace:: JavaScript Editor
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.. _JavaScriptEditor: ../code-editor/js-editor.html
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.. |CodeEditor| replace:: Code Editor
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.. _CodeEditor: ../code-editor/index.html
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asset-pack-editor/import-from-blocks-view.rst

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The |BlocksView|_ is a general-purpose view that connects with the active editor and provides the "blocks" needed to build the objects of the editor.
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When the |AssetPackEditor|_ is active, the `Blocks view`_ shows the files that are candidates to be imported. A file is a candidate to be imported if:
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When the |AssetPackEditor|_ is active, the |BlocksView|_ shows the files that are candidates to be imported. A file is a candidate to be imported if:
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* The file belongs to the folder, or sub-folder, of the |AssetPackFile|_ that is the input of the editor (unless you disable this restriction, as discussed at the end of this section).
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code-editor/index.rst

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.. toctree::
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vscode-compatibility
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js-editor
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|PhaserEditor|_ is focused mainly on provide design tools. You can code your game using advanced third-party editors.
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misc/plugins.rst

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$ PhaserEditor2D -project "/path/to/project" -editor "path/to/another/editor"
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Global plugins
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=============
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==============
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You can install plugins globally for all installations of the editor. Just place the plugins in the ``<user-home>/.phasereditor2d/plugins`` folder.
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