Use 8×8 default grid size for TextureRegion and 2D polygon editors
Power-of-two grid sizes are more suited to most game assets.
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3 changed files with 6 additions and 3 deletions
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@ -212,7 +212,8 @@ private:
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bool selected_from_canvas = false;
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Point2 grid_offset;
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Point2 grid_step = Point2(8, 8); // A power-of-two value works better as a default.
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// A power-of-two value works better as a default grid size.
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Point2 grid_step = Point2(8, 8);
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int primary_grid_steps = 8;
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int grid_step_multiplier = 0;
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@ -1232,7 +1232,8 @@ Vector2 Polygon2DEditor::snap_point(Vector2 p_target) const {
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Polygon2DEditor::Polygon2DEditor() {
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snap_offset = EditorSettings::get_singleton()->get_project_metadata("polygon_2d_uv_editor", "snap_offset", Vector2());
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snap_step = EditorSettings::get_singleton()->get_project_metadata("polygon_2d_uv_editor", "snap_step", Vector2(10, 10));
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// A power-of-two value works better as a default grid size.
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snap_step = EditorSettings::get_singleton()->get_project_metadata("polygon_2d_uv_editor", "snap_step", Vector2(8, 8));
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use_snap = EditorSettings::get_singleton()->get_project_metadata("polygon_2d_uv_editor", "snap_enabled", false);
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snap_show_grid = EditorSettings::get_singleton()->get_project_metadata("polygon_2d_uv_editor", "show_grid", false);
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@ -1075,7 +1075,8 @@ TextureRegionEditor::TextureRegionEditor() {
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preview_tex = Ref<CanvasTexture>(memnew(CanvasTexture));
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snap_step = Vector2(10, 10);
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// A power-of-two value works better as a default grid size.
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snap_step = Vector2(8, 8);
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snap_separation = Vector2(0, 0);
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snap_mode = SNAP_NONE;
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edited_margin = -1;
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