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authorHugo Locurcio <hugo.locurcio@hugo.pro>2023-02-21 17:02:24 +0100
committerYuri Sizov <yuris@humnom.net>2023-03-27 18:04:25 +0200
commit6fedc728f608f90cf645dbd542c378620beb6692 (patch)
tree4a992636df941a8cda45ad825983ad21dd576fc4 /editor/plugins/texture_region_editor_plugin.cpp
parent4750b77d2d52a2ba0b6fe79ddb5f27bdc051cbe1 (diff)
Use 8×8 default grid size for TextureRegion and 2D polygon editors
Power-of-two grid sizes are more suited to most game assets. (cherry picked from commit 0f73ef1df9c092a8d2dea2861960e708d90fbd46)
Diffstat (limited to 'editor/plugins/texture_region_editor_plugin.cpp')
-rw-r--r--editor/plugins/texture_region_editor_plugin.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/editor/plugins/texture_region_editor_plugin.cpp b/editor/plugins/texture_region_editor_plugin.cpp
index 7fa16e6cc6..96e9005850 100644
--- a/editor/plugins/texture_region_editor_plugin.cpp
+++ b/editor/plugins/texture_region_editor_plugin.cpp
@@ -1075,7 +1075,8 @@ TextureRegionEditor::TextureRegionEditor() {
preview_tex = Ref<CanvasTexture>(memnew(CanvasTexture));
- snap_step = Vector2(10, 10);
+ // A power-of-two value works better as a default grid size.
+ snap_step = Vector2(8, 8);
snap_separation = Vector2(0, 0);
snap_mode = SNAP_NONE;
edited_margin = -1;