Although explicit portals did a check to detect internal portals, this check was missing from autolinked portals. This meant they were incorrectly clipping the room bounds of the enclosing outer room.
This PR adds a check for internal rooms during the autolinking and sets the internal flag where needed.
- Use background and line colors that match better with the
rest of the editor.
- Use translucent lines to make overlapping lines visible.
- Tweak the error message to mention the UV layer in question
when there is no UV for a defined layer.
(cherry picked from commit 8cdfd2e706)
- Allow some tolerance when clicking the plane move/scale,
even if the click is actually slightly outside the plane
(similar to Blender).
- Make the rotate manipulation circles visually thinner to be
less distracting.
- Make the hovered color less saturated to be more distinguishable
from the non-hovered state.
- Don't set brightness above 1.0 to prevent the gizmo from glowing
when hovered.
(cherry picked from commit 6cfcbbbb93)
The default portal margin is stored in the RoomManager. Previously this was propagated to Portals when the value was changed, and Portals each stored this default value.
This caused a bug during loading, if the RoomManager was loaded before Portals, the value was never propagated.
This PR makes the default margin a static value stored in the RoomManager, and the Portals now read directly from the static value when required, and do not store locally. This gets around the problem.
Use `System.Array.Empty<T>` to get an empty array instead of allocating
a new one every time. Since arrays are immutable there is no need to
allocate them every time.
(cherry picked from commit accd05f4ad)
- Makes tips clearer and more consistent.
- Removes outdated "shift+v" that doesn't work
- Adds Ctrl+RMB for adding nodes at position
- Removes tip for non-existent Alt+Drag in 3D select tool
(cherry picked from commit 6b90e2df6c)
This also changes the display mode tooltips to reflect the fact that
times are now displayed in milliseconds instead of seconds.
(cherry picked from commit e837e04ef8)
A Camera node still has to be selected to initially enable camera
preview, but another node can then be selected and the preview can
be disabled by pressing the shortcut key again.
Higher values will make indirect lighting brighter.
A value of 1.0 represents physically accurate behavior, but higher values
can be used to make indirect lighting propagate more visibly when using
a low number of bounces.
This can be used to speed up bake times by lowering the number of bounces
then increasing the bounce indirect energy. Unlike BakedLightmapData's
energy property, this property does not affect direct lighting
emitted by light nodes or emissive materials.