diff options
-rw-r--r-- | doc/classes/Decal.xml | 1 | ||||
-rw-r--r-- | editor/project_manager.cpp | 18 |
2 files changed, 13 insertions, 6 deletions
diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml index 342bc762af..c0ad61b77e 100644 --- a/doc/classes/Decal.xml +++ b/doc/classes/Decal.xml @@ -7,6 +7,7 @@ [Decal]s are used to project a texture onto a [Mesh] in the scene. Use Decals to add detail to a scene without affecting the underlying [Mesh]. They are often used to add weathering to building, add dirt or mud to the ground, or add variety to props. Decals can be moved at any time, making them suitable for things like blob shadows or laser sight dots. They are made of an [AABB] and a group of [Texture2D]s specifying [Color], normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals are projected within their [AABB] so altering the orientation of the Decal affects the direction in which they are projected. By default, Decals are projected down (i.e. from positive Y to negative Y). The [Texture2D]s associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Godot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a post-processing effect after. + [b]Note:[/b] Decals cannot affect an underlying material's transparency, regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, opaque pre-pass). This means translucent or transparent areas of a material will remain translucent or transparent even if an opaque decal is applied on them. </description> <tutorials> </tutorials> diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp index df9c16926a..2eb0a3a76a 100644 --- a/editor/project_manager.cpp +++ b/editor/project_manager.cpp @@ -2105,7 +2105,7 @@ void ProjectManager::_confirm_update_settings() { void ProjectManager::_open_selected_projects() { // Show loading text to tell the user that the project manager is busy loading. // This is especially important for the HTML5 project manager. - loading_label->set_modulate(Color(1, 1, 1)); + loading_label->show(); const RBSet<String> &selected_list = _project_list->get_selected_project_keys(); @@ -2602,8 +2602,8 @@ ProjectManager::ProjectManager() { loading_label->add_theme_font_override("font", get_theme_font(SNAME("bold"), SNAME("EditorFonts"))); loading_label->set_h_size_flags(Control::SIZE_EXPAND_FILL); hb->add_child(loading_label); - // Hide the label but make it still take up space. This prevents reflows when showing the label. - loading_label->set_modulate(Color(0, 0, 0, 0)); + // The loading label is shown later. + loading_label->hide(); Label *sort_label = memnew(Label); sort_label->set_text(TTR("Sort:")); @@ -2611,7 +2611,7 @@ ProjectManager::ProjectManager() { filter_option = memnew(OptionButton); filter_option->set_clip_text(true); - filter_option->set_custom_minimum_size(Size2(150 * EDSCALE, 10 * EDSCALE)); + filter_option->set_h_size_flags(Control::SIZE_EXPAND_FILL); filter_option->connect("item_selected", callable_mp(this, &ProjectManager::_on_order_option_changed)); hb->add_child(filter_option); @@ -2737,6 +2737,12 @@ ProjectManager::ProjectManager() { language_btn->set_icon(get_theme_icon(SNAME("Environment"), SNAME("EditorIcons"))); language_btn->set_focus_mode(Control::FOCUS_NONE); language_btn->connect("item_selected", callable_mp(this, &ProjectManager::_language_selected)); +#ifdef ANDROID_ENABLED + // The language selection dropdown doesn't work on Android (as the setting isn't saved), see GH-60353. + // Also, the dropdown it spawns is very tall and can't be scrolled without a hardware mouse. + // Hiding the language selection dropdown also leaves more space for the version label to display. + language_btn->hide(); +#endif Vector<String> editor_languages; List<PropertyInfo> editor_settings_properties; @@ -2879,8 +2885,8 @@ ProjectManager::ProjectManager() { SceneTree::get_singleton()->get_root()->connect("files_dropped", callable_mp(this, &ProjectManager::_files_dropped)); - // Define a minimum window size to prevent UI elements from overlapping or being cut off - DisplayServer::get_singleton()->window_set_min_size(Size2(750, 420) * EDSCALE); + // Define a minimum window size to prevent UI elements from overlapping or being cut off. + DisplayServer::get_singleton()->window_set_min_size(Size2(520, 350) * EDSCALE); // Resize the bootsplash window based on Editor display scale EDSCALE. float scale_factor = MAX(1, EDSCALE); |