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Rename 3D editor debug draw modes to be more explicit

- Rename "Directional Shadow" to "Directional Shadow Map"
  to distinguish it from the "Directional Shadow Splits" option.
- Rename "Disable LOD" to "Disable Mesh LOD" as it only affects
  automatic mesh LOD, not visibility ranges.
- Rename "GI Buffer" to "VoxelGI/SDFGI Buffer" as it doesn't cover
  LightmapGI or SSIL.
- Rename the cluster options to match the respective node names.
This commit is contained in:
Hugo Locurcio
2022-02-04 16:36:19 +01:00
parent cfa2bfca4e
commit 21b9f1ecfe

View File

@@ -4383,7 +4383,7 @@ Node3DEditorViewport::Node3DEditorViewport(Node3DEditor *p_spatial_editor, Edito
display_submenu->add_radio_check_item(TTR("Normal Buffer"), VIEW_DISPLAY_NORMAL_BUFFER); display_submenu->add_radio_check_item(TTR("Normal Buffer"), VIEW_DISPLAY_NORMAL_BUFFER);
display_submenu->add_separator(); display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("Shadow Atlas"), VIEW_DISPLAY_DEBUG_SHADOW_ATLAS); display_submenu->add_radio_check_item(TTR("Shadow Atlas"), VIEW_DISPLAY_DEBUG_SHADOW_ATLAS);
display_submenu->add_radio_check_item(TTR("Directional Shadow"), VIEW_DISPLAY_DEBUG_DIRECTIONAL_SHADOW_ATLAS); display_submenu->add_radio_check_item(TTR("Directional Shadow Map"), VIEW_DISPLAY_DEBUG_DIRECTIONAL_SHADOW_ATLAS);
display_submenu->add_separator(); display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("Decal Atlas"), VIEW_DISPLAY_DEBUG_DECAL_ATLAS); display_submenu->add_radio_check_item(TTR("Decal Atlas"), VIEW_DISPLAY_DEBUG_DECAL_ATLAS);
display_submenu->add_separator(); display_submenu->add_separator();
@@ -4399,12 +4399,12 @@ Node3DEditorViewport::Node3DEditorViewport(Node3DEditor *p_spatial_editor, Edito
display_submenu->add_radio_check_item(TTR("SSAO"), VIEW_DISPLAY_DEBUG_SSAO); display_submenu->add_radio_check_item(TTR("SSAO"), VIEW_DISPLAY_DEBUG_SSAO);
display_submenu->add_radio_check_item(TTR("SSIL"), VIEW_DISPLAY_DEBUG_SSIL); display_submenu->add_radio_check_item(TTR("SSIL"), VIEW_DISPLAY_DEBUG_SSIL);
display_submenu->add_separator(); display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("GI Buffer"), VIEW_DISPLAY_DEBUG_GI_BUFFER); display_submenu->add_radio_check_item(TTR("VoxelGI/SDFGI Buffer"), VIEW_DISPLAY_DEBUG_GI_BUFFER);
display_submenu->add_separator(); display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("Disable LOD"), VIEW_DISPLAY_DEBUG_DISABLE_LOD); display_submenu->add_radio_check_item(TTR("Disable Mesh LOD"), VIEW_DISPLAY_DEBUG_DISABLE_LOD);
display_submenu->add_separator(); display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("Omni Light Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_OMNI_LIGHTS); display_submenu->add_radio_check_item(TTR("OmniLight3D Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_OMNI_LIGHTS);
display_submenu->add_radio_check_item(TTR("Spot Light Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_SPOT_LIGHTS); display_submenu->add_radio_check_item(TTR("SpotLight3D Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_SPOT_LIGHTS);
display_submenu->add_radio_check_item(TTR("Decal Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_DECALS); display_submenu->add_radio_check_item(TTR("Decal Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_DECALS);
display_submenu->add_radio_check_item(TTR("ReflectionProbe Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_REFLECTION_PROBES); display_submenu->add_radio_check_item(TTR("ReflectionProbe Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_REFLECTION_PROBES);
display_submenu->add_radio_check_item(TTR("Occlusion Culling Buffer"), VIEW_DISPLAY_DEBUG_OCCLUDERS); display_submenu->add_radio_check_item(TTR("Occlusion Culling Buffer"), VIEW_DISPLAY_DEBUG_OCCLUDERS);