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authorRyan Roden-Corrent <ryan@rcorre.net>2020-11-08 22:16:26 -0500
committerRyan Roden-Corrent <ryan@rcorre.net>2020-11-12 06:37:56 -0500
commit8458ba0aef5372958008076746e82a961561db1e (patch)
tree5554eb04576d533d038a72d86dbbda42f68993fe /doc/classes/EditorNode3DGizmoPlugin.xml
parent4206dc6ac95bed86d8f8d040a0e1b73431cdb750 (diff)
Proposal 1246: Make Path3D handles more visible.
Resolves godotengine/godot-proposals#1246. It is difficult to tell the difference between the handles for adjusting curves and the points themselves when looking at a Path gizmo. This re-uses the icons used for Path2D. Unlike Path2D, this does not use a different icon for smooth vs sharp points, as using a potentially different material for each point would prevent batching the points in add_handles (and adding them out-of-order messes up other logic based on handle indices). This includes a public API change to allow specifying a texture for a handle material. This allows spatial gizmo plugins to customize the way a handle is rendered, if desired, but does not break existing behavior (as providing no texture uses the default). The path handle icons were resized as well. 16x16 is the standard icon size. These icons were 10x10 rather than 16x16, and appeared rather small in the editor. To resize, I: - Opened the original in Inkscape - Resized the document to 16x16 - Opened the transform dialog - Scaled by 160% proportionally - Used Align/Distribute to center on the page - Saved the document - Cleaned with `svgcleaner --multipass`
Diffstat (limited to 'doc/classes/EditorNode3DGizmoPlugin.xml')
-rw-r--r--doc/classes/EditorNode3DGizmoPlugin.xml3
1 files changed, 3 insertions, 0 deletions
diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml
index 4dea1bb645..adaaed4f1c 100644
--- a/doc/classes/EditorNode3DGizmoPlugin.xml
+++ b/doc/classes/EditorNode3DGizmoPlugin.xml
@@ -59,8 +59,11 @@
</argument>
<argument index="1" name="billboard" type="bool" default="false">
</argument>
+ <argument index="2" name="texture" type="Texture2D" default="null">
+ </argument>
<description>
Creates a handle material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_handles]. Should not be overridden.
+ You can optionally provide a texture to use instead of the default icon.
</description>
</method>
<method name="create_icon_material">