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authorHugo Locurcio <hugo.locurcio@hugo.pro>2020-03-07 00:36:55 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-06-19 04:47:19 +0200
commit50187eb272cc097b2529ff0c0440ca49c4b765f8 (patch)
treee99c75357f9cc546ab1fd976c3beea966ce57a67
parenta9c53fa5994db8badb4ec14581bd8422fb340f41 (diff)
Use the `keep` stretch aspect by default
This makes Godot avoid distortion when resizing the window to an aspect ratio that doesn't match the project's base aspect ratio. Since this setting has no effect when the stretch mode is `disabled` (the default), this won't impact projects not using the `canvas_items` or `viewport` stretch modes.
-rw-r--r--main/main.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/main/main.cpp b/main/main.cpp
index 667aebebae..9f667dbb47 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -2193,7 +2193,7 @@ bool Main::start() {
//standard helpers that can be changed from main config
String stretch_mode = GLOBAL_DEF_BASIC("display/window/stretch/mode", "disabled");
- String stretch_aspect = GLOBAL_DEF_BASIC("display/window/stretch/aspect", "ignore");
+ String stretch_aspect = GLOBAL_DEF_BASIC("display/window/stretch/aspect", "keep");
Size2i stretch_size = Size2i(GLOBAL_DEF_BASIC("display/window/size/width", 0),
GLOBAL_DEF_BASIC("display/window/size/height", 0));
@@ -2252,7 +2252,7 @@ bool Main::start() {
"display/window/stretch/mode",
PROPERTY_HINT_ENUM,
"disabled,canvas_items,viewport"));
- GLOBAL_DEF_BASIC("display/window/stretch/aspect", "ignore");
+ GLOBAL_DEF_BASIC("display/window/stretch/aspect", "keep");
ProjectSettings::get_singleton()->set_custom_property_info("display/window/stretch/aspect",
PropertyInfo(Variant::STRING,
"display/window/stretch/aspect",