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Change default ninepatch mode to scaling
Changes default ninepatch mode to preserve compatibility, and renames default mode to 'fixed'. Also adds an editor restart to changing ninepatch mode and software skinning, which will be more user friendly.
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@@ -1034,8 +1034,8 @@
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Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS.
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Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS.
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[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead.
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[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead.
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</member>
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</member>
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<member name="rendering/2d/options/ninepatch_mode" type="int" setter="" getter="" default="0">
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<member name="rendering/2d/options/ninepatch_mode" type="int" setter="" getter="" default="1">
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Choose between default mode where corner scalings are preserved matching the artwork, and scaling mode.
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Choose between fixed mode where corner scalings are preserved matching the artwork, and scaling mode.
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Not available in GLES3 when [member rendering/batching/options/use_batching] is off.
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Not available in GLES3 when [member rendering/batching/options/use_batching] is off.
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</member>
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</member>
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<member name="rendering/2d/options/use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="" default="false">
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<member name="rendering/2d/options/use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="" default="false">
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@@ -2448,9 +2448,9 @@ VisualServer::VisualServer() {
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GLOBAL_DEF(sz_balance_render_tree, 0.0f);
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GLOBAL_DEF(sz_balance_render_tree, 0.0f);
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ProjectSettings::get_singleton()->set_custom_property_info(sz_balance_render_tree, PropertyInfo(Variant::REAL, sz_balance_render_tree, PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
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ProjectSettings::get_singleton()->set_custom_property_info(sz_balance_render_tree, PropertyInfo(Variant::REAL, sz_balance_render_tree, PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
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GLOBAL_DEF("rendering/2d/options/use_software_skinning", true);
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GLOBAL_DEF_RST("rendering/2d/options/use_software_skinning", true);
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GLOBAL_DEF("rendering/2d/options/ninepatch_mode", 0);
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GLOBAL_DEF_RST("rendering/2d/options/ninepatch_mode", 1);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/options/ninepatch_mode", PropertyInfo(Variant::INT, "rendering/2d/options/ninepatch_mode", PROPERTY_HINT_ENUM, "Default,Scaling"));
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/options/ninepatch_mode", PropertyInfo(Variant::INT, "rendering/2d/options/ninepatch_mode", PROPERTY_HINT_ENUM, "Fixed,Scaling"));
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GLOBAL_DEF("rendering/batching/options/use_batching", true);
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GLOBAL_DEF("rendering/batching/options/use_batching", true);
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GLOBAL_DEF_RST("rendering/batching/options/use_batching_in_editor", true);
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GLOBAL_DEF_RST("rendering/batching/options/use_batching_in_editor", true);
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