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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2023-02-02 14:54:26 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2023-02-02 14:55:51 +0100 |
commit | dc065754756a67ebe2b01821e86ab620178ccb7c (patch) | |
tree | e5fa42abc4779c6e2093ea6c9252f0de099a51ae /scene/resources | |
parent | 315d3c4d21e4ee7df1e45593205e35d7a034aa6d (diff) |
Add a property hint for PrimitiveMesh's `uv2_padding`
Negative values are not valid and will always cause lightmap bleeding
to occur.
This also improves the documentation for the `uv2_padding` property
in the class reference.
Diffstat (limited to 'scene/resources')
-rw-r--r-- | scene/resources/primitive_meshes.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp index 86ed0001dd..ef1f6459e9 100644 --- a/scene/resources/primitive_meshes.cpp +++ b/scene/resources/primitive_meshes.cpp @@ -257,7 +257,7 @@ void PrimitiveMesh::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, "suffix:m"), "set_custom_aabb", "get_custom_aabb"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "add_uv2"), "set_add_uv2", "get_add_uv2"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_padding"), "set_uv2_padding", "get_uv2_padding"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_padding", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), "set_uv2_padding", "get_uv2_padding"); GDVIRTUAL_BIND(_create_mesh_array); } |