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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-03-07 00:36:55 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-06-19 04:47:19 +0200 |
commit | 50187eb272cc097b2529ff0c0440ca49c4b765f8 (patch) | |
tree | e99c75357f9cc546ab1fd976c3beea966ce57a67 | |
parent | a9c53fa5994db8badb4ec14581bd8422fb340f41 (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.cpp | 4 |
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", |