Merge pull request #88456 from sabslikesobs/master
Expose pixel snapping settings add pixel-art notes
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commit
73758e093e
4 changed files with 7 additions and 4 deletions
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@ -84,6 +84,7 @@
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</member>
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<member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
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If [code]true[/code], texture will be centered.
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[b]Note:[/b] For games with a pixel art aesthetic, textures may appear deformed when centered. This is caused by their position being between pixels. To prevent this, set this property to [code]false[/code], or consider enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel].
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</member>
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<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
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If [code]true[/code], texture is flipped horizontally.
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@ -2286,12 +2286,12 @@
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[b]Note:[/b] This property is only read when the project starts. To change the 2D shadow atlas size at runtime, use [method RenderingServer.canvas_set_shadow_texture_size] instead.
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</member>
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<member name="rendering/2d/snap/snap_2d_transforms_to_pixel" type="bool" setter="" getter="" default="false">
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If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. Their position can still be sub-pixel, but the decimals will not have effect. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled.
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If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. Useful for low-resolution pixel art games. Their position can still be sub-pixel, but the decimals will not have effect. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled.
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[b]Note:[/b] This property is only read when the project starts. To toggle 2D transform snapping at runtime, use [method RenderingServer.viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.
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[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. This is controlled by [member gui/common/snap_controls_to_pixels].
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</member>
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<member name="rendering/2d/snap/snap_2d_vertices_to_pixel" type="bool" setter="" getter="" default="false">
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If [code]true[/code], vertices of [CanvasItem] nodes will snap to full pixels. Only affects the final vertex positions, not the transforms. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled.
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If [code]true[/code], vertices of [CanvasItem] nodes will snap to full pixels. Useful for low-resolution pixel art games. Only affects the final vertex positions, not the transforms. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled.
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[b]Note:[/b] This property is only read when the project starts. To toggle 2D vertex snapping at runtime, use [method RenderingServer.viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.
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[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. This is controlled by [member gui/common/snap_controls_to_pixels].
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</member>
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@ -2766,6 +2766,7 @@
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</member>
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<member name="rendering/textures/canvas_textures/default_texture_filter" type="int" setter="" getter="" default="1">
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The default texture filtering mode to use on [CanvasItem]s.
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[b]Note:[/b] For pixel art aesthetics, see also [member rendering/2d/snap/snap_2d_vertices_to_pixel] and [member rendering/2d/snap/snap_2d_transforms_to_pixel].
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</member>
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<member name="rendering/textures/canvas_textures/default_texture_repeat" type="int" setter="" getter="" default="0">
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The default texture repeating mode to use on [CanvasItem]s.
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@ -52,6 +52,7 @@
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<members>
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<member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
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If [code]true[/code], texture is centered.
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[b]Note:[/b] For games with a pixel art aesthetic, textures may appear deformed when centered. This is caused by their position being between pixels. To prevent this, set this property to [code]false[/code], or consider enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel].
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</member>
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<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
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If [code]true[/code], texture is flipped horizontally.
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@ -1803,10 +1803,10 @@ SceneTree::SceneTree() {
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float mesh_lod_threshold = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/mesh_lod/lod_change/threshold_pixels", PROPERTY_HINT_RANGE, "0,1024,0.1"), 1.0);
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root->set_mesh_lod_threshold(mesh_lod_threshold);
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bool snap_2d_transforms = GLOBAL_DEF("rendering/2d/snap/snap_2d_transforms_to_pixel", false);
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bool snap_2d_transforms = GLOBAL_DEF_BASIC("rendering/2d/snap/snap_2d_transforms_to_pixel", false);
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root->set_snap_2d_transforms_to_pixel(snap_2d_transforms);
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bool snap_2d_vertices = GLOBAL_DEF("rendering/2d/snap/snap_2d_vertices_to_pixel", false);
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bool snap_2d_vertices = GLOBAL_DEF_BASIC("rendering/2d/snap/snap_2d_vertices_to_pixel", false);
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root->set_snap_2d_vertices_to_pixel(snap_2d_vertices);
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// We setup VRS for the main viewport here, in the editor this will have little effect.
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