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Use same colors for editor and running project for collision/path debug #90966

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Calinou
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@Calinou Calinou commented Apr 20, 2024

This harmonizes the appearance of collision shapes and paths between the editor and running project, in both 2D and 3D.

This means that in 3D, paths are now green and shapes are now cyan instead of light blue.

Editor settings for 3D path and shape gizmo colors were removed, as these colors are now set in the project settings instead (they affect both the editor and running project). This paves the way to custom color support for CollisionShape3D, as it already works in a similar fashion in 2D.

Preview

Before

2D

Editor Project
2D Editor 2D Project

3D

Editor Project
3D Editor 3D Project

After

2D

Editor Project
2D Editor 2D Project

3D

Note

Colors in the editor appear more faint, as unselected gizmo drawings have lower opacity in the editor (regardless of the node or color). If the node is selected, the visual output is identical to the running project.

Editor Project
3D Editor 3D Project

This harmonizes the appearance of collision shapes and paths between
the editor and running project, in both 2D and 3D.

This means that in 3D, paths are now green and shapes are now cyan
instead of light blue.
@akien-mga akien-mga modified the milestones: 4.x, 4.3 May 7, 2024
@akien-mga akien-mga merged commit 594498e into godotengine:master May 7, 2024
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@akien-mga
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Thanks!

@Calinou Calinou deleted the debug-draw-use-runtime-colors branch May 22, 2024 15:41
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2 participants