From dcf4cf79fd4a9985732cdec47adbf332295809dd Mon Sep 17 00:00:00 2001 From: Adam Scott Date: Wed, 28 Feb 2024 09:20:47 -0500 Subject: [PATCH] Hide snap_2d_vertices_to_pixel setting to advanced --- doc/classes/ProjectSettings.xml | 4 +++- scene/main/scene_tree.cpp | 2 +- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 8bf299e3e78..75897bd85d0 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2286,14 +2286,16 @@ [b]Note:[/b] This property is only read when the project starts. To change the 2D shadow atlas size at runtime, use [method RenderingServer.canvas_set_shadow_texture_size] instead. - If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. Useful for low-resolution pixel art games. Their position can still be sub-pixel, but the decimals will not have effect. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled. + If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. Useful for low-resolution pixel art games. Their position can still be sub-pixel, but the decimals will not have effect as the position is rounded. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled. [b]Note:[/b] This property is only read when the project starts. To toggle 2D transform snapping at runtime, use [method RenderingServer.viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead. [b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. This is controlled by [member gui/common/snap_controls_to_pixels]. + [b]Note:[/b] It is not recommended to use this setting together with [member rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even less smooth. Prefer only enabling this setting instead. If [code]true[/code], vertices of [CanvasItem] nodes will snap to full pixels. Useful for low-resolution pixel art games. Only affects the final vertex positions, not the transforms. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled. [b]Note:[/b] This property is only read when the project starts. To toggle 2D vertex snapping at runtime, use [method RenderingServer.viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead. [b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. This is controlled by [member gui/common/snap_controls_to_pixels]. + [b]Note:[/b] It is not recommended to use this setting together with [member rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even less smooth. Prefer only enabling that setting instead. Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. This has no effect on shader-induced aliasing or texture aliasing. diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp index 8d0bad6942d..85422f22f95 100644 --- a/scene/main/scene_tree.cpp +++ b/scene/main/scene_tree.cpp @@ -1810,7 +1810,7 @@ SceneTree::SceneTree() { bool snap_2d_transforms = GLOBAL_DEF_BASIC("rendering/2d/snap/snap_2d_transforms_to_pixel", false); root->set_snap_2d_transforms_to_pixel(snap_2d_transforms); - bool snap_2d_vertices = GLOBAL_DEF_BASIC("rendering/2d/snap/snap_2d_vertices_to_pixel", false); + bool snap_2d_vertices = GLOBAL_DEF("rendering/2d/snap/snap_2d_vertices_to_pixel", false); root->set_snap_2d_vertices_to_pixel(snap_2d_vertices); // We setup VRS for the main viewport here, in the editor this will have little effect.