diff options
author | megalobyte <megalobyte@protonmail.com> | 2021-03-31 22:27:24 -0700 |
---|---|---|
committer | megalobyte <megalobyte@protonmail.com> | 2021-03-31 22:28:08 -0700 |
commit | d0f3817876db3b6872c105167e3d0cf71026e89b (patch) | |
tree | 4db33813d266cd3886913231181207d6ee13ce7b | |
parent | 7db85fffb50ef98dbf175189fba17a4d7dc85f5d (diff) |
Use double when setting the default step size
Casting it as a float was causing issues with the progress bar
-rw-r--r-- | editor/editor_properties.cpp | 2 | ||||
-rw-r--r-- | editor/plugins/node_3d_editor_plugin.cpp | 4 |
2 files changed, 3 insertions, 3 deletions
diff --git a/editor/editor_properties.cpp b/editor/editor_properties.cpp index f46d677aec..7b3ab4738a 100644 --- a/editor/editor_properties.cpp +++ b/editor/editor_properties.cpp @@ -3282,7 +3282,7 @@ void EditorInspectorDefaultPlugin::parse_begin(Object *p_object) { } bool EditorInspectorDefaultPlugin::parse_property(Object *p_object, Variant::Type p_type, const String &p_path, PropertyHint p_hint, const String &p_hint_text, int p_usage, bool p_wide) { - float default_float_step = EDITOR_GET("interface/inspector/default_float_step"); + double default_float_step = EDITOR_GET("interface/inspector/default_float_step"); switch (p_type) { // atomic types diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 81c59fc0a9..3d59f4bbc4 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -1472,7 +1472,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) { Vector3 ray_pos = _get_ray_pos(m->get_position()); Vector3 ray = _get_ray(m->get_position()); - float snap = EDITOR_GET("interface/inspector/default_float_step"); + double snap = EDITOR_GET("interface/inspector/default_float_step"); int snap_step_decimals = Math::range_step_decimals(snap); switch (_edit.mode) { @@ -1766,7 +1766,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) { Vector3 y_axis = (click - _edit.center).normalized(); Vector3 x_axis = plane.normal.cross(y_axis).normalized(); - float angle = Math::atan2(x_axis.dot(intersection - _edit.center), y_axis.dot(intersection - _edit.center)); + double angle = Math::atan2(x_axis.dot(intersection - _edit.center), y_axis.dot(intersection - _edit.center)); if (_edit.snap || spatial_editor->is_snap_enabled()) { snap = spatial_editor->get_rotate_snap(); |