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@@ -405,7 +405,7 @@
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If [code]true[/code], allows panning by holding down [kbd]Space[/kbd] in the 2D editor viewport (in addition to panning with the middle or right mouse buttons). If [code]false[/code], the left mouse button must be held down while holding down [kbd]Space[/kbd] to pan in the 2D editor viewport.
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If [code]true[/code], allows panning by holding down [kbd]Space[/kbd] in the 2D editor viewport (in addition to panning with the middle or right mouse buttons). If [code]false[/code], the left mouse button must be held down while holding down [kbd]Space[/kbd] to pan in the 2D editor viewport.
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</member>
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</member>
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<member name="editors/panning/sub_editors_panning_scheme" type="int" setter="" getter="">
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<member name="editors/panning/sub_editors_panning_scheme" type="int" setter="" getter="">
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- Controls whether the mouse wheel scroll zooms or pans in subeditors. The list of affected subeditors is: animation blend tree editor, [Polygon2D] editor, tileset editor, texture region editor, visual shader editor and visual script editor. See also [member editors/panning/2d_editor_panning_scheme] and [member editors/panning/animation_editors_panning_scheme].
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+ Controls whether the mouse wheel scroll zooms or pans in subeditors. The list of affected subeditors is: animation blend tree editor, [Polygon2D] editor, tileset editor, texture region editor and visual shader editor. See also [member editors/panning/2d_editor_panning_scheme] and [member editors/panning/animation_editors_panning_scheme].
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</member>
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</member>
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<member name="editors/panning/warped_mouse_panning" type="bool" setter="" getter="">
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<member name="editors/panning/warped_mouse_panning" type="bool" setter="" getter="">
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If [code]true[/code], warps the mouse around the 2D viewport while panning in the 2D editor. This makes it possible to pan over a large area without having to exit panning then mouse the mouse back constantly.
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If [code]true[/code], warps the mouse around the 2D viewport while panning in the 2D editor. This makes it possible to pan over a large area without having to exit panning then mouse the mouse back constantly.
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@@ -424,10 +424,10 @@
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[b]Note:[/b] Only effective if [member editors/tiles_editor/display_grid] is [code]true[/code].
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[b]Note:[/b] Only effective if [member editors/tiles_editor/display_grid] is [code]true[/code].
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</member>
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</member>
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<member name="editors/visual_editors/lines_curvature" type="float" setter="" getter="">
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<member name="editors/visual_editors/lines_curvature" type="float" setter="" getter="">
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- The curvature to use for connection lines in the visual script and visual shader editors. Higher values will make connection lines appear more curved, with values above [code]0.5[/code] resulting in more "angular" turns in the middle of connection lines.
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+ The curvature to use for connection lines in the visual shader editor. Higher values will make connection lines appear more curved, with values above [code]0.5[/code] resulting in more "angular" turns in the middle of connection lines.
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</member>
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</member>
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<member name="editors/visual_editors/minimap_opacity" type="float" setter="" getter="">
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<member name="editors/visual_editors/minimap_opacity" type="float" setter="" getter="">
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- The opacity of the minimap displayed in the bottom-right corner of the visual script and visual shader editors.
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+ The opacity of the minimap displayed in the bottom-right corner of the visual shader editor.
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</member>
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</member>
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<member name="editors/visual_editors/visual_shader/port_preview_size" type="int" setter="" getter="">
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<member name="editors/visual_editors/visual_shader/port_preview_size" type="int" setter="" getter="">
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The size to use for port previews in the visual shader uniforms (toggled by clicking the "eye" icon next to an output). The value is defined in pixels at 100% zoom, and will scale with zoom automatically.
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The size to use for port previews in the visual shader uniforms (toggled by clicking the "eye" icon next to an output). The value is defined in pixels at 100% zoom, and will scale with zoom automatically.
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