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move cursor decals to shader #538
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Great!
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Thanks for working on this. In my review copy I rebased it, then tested.
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crosshair(s) seems to be most widely used as a single word. So all cross_hair references could drop the underscore.
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I'd like to see the crosshair lines the same opacity as the brush so they match better.
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I don't see the fade on timeout, though I see there's code in there. The only way to make it disappear is a single right click, but it reappears when the mouse moves. There are times when the camera is close and the cursor is big, and we want to adjust something in the inspector and see the results on the terrain w/o the decal. Currently the process is to wait until it disappears then adjust. We need either the timeout, or maybe a better alternative is to hide the cursor as soon as the mouse leaves the viewport, or both.
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In this PR, with Paint mode, if you right-click-hold and move the camera, let go (cursor invisible), click-hold and paint, the cursor will appear at a wrong spot and paint, then jump to where it should be and continue painting.
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Comptability mode, Raise 100% strength, white decal Brightness is way too bright. As well as slope, spray, foliage ring. The other colors are acceptable. Forward foliage ring is a bit bright as well.
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I'm wondering if the lines should change thickness/size based on the brush size. 🤔
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Can be rebased and squashed to one commit.
@@ -258,7 +243,6 @@ func _on_setting_changed() -> void: | |||
return | |||
brush_data = tool_settings.get_settings() | |||
brush_data["asset_id"] = plugin.asset_dock.get_current_list().get_selected_id() | |||
update_decal() |
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What I believe this did is showed the decal when the brush_size gets larger or smaller. Currently the decal size doesn't change on adjustment.
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Please remove UI.gd:_on_setting_changed():update_decal(). It's annoying to have it popup all the time when changing texture colors. I have it on mine but havn't pushed it yet.
I think changing colors happens much less frequently than changing brush sizes, so adding this line back in is the correct call.
This happens on main too. Its related to get_intersection() GPU mode problems. |
@@ -157,36 +157,39 @@ func _forward_3d_gui_input(p_viewport_camera: Camera3D, p_event: InputEvent) -> | |||
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_read_input(p_event) | |||
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## Setup active camera & viewport | |||
# Always update this for all inputs, as the mouse position can move without | |||
# necessarily being a InputEventMouseMotion object. get_intersection() also |
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as the mouse position can move without necessarily being a InputEventMouseMotion
👀🤯
Given the new changes to the shader, these tasks could be addressed, if you're up for it:
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what I wrote in the docs might need some more work. the last commit is a bit cheeky, but updates the demo textures, and applies some detiling to them. Also made the grass a bit smaller too. |
removes all decals, closes #534
Adds a crosshair, with a threshold setting in the advanced menu, closes #533
Consolidate uniforms to just brush and ring textures
Todo: