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Rename soft shadow quality project settings for easier searching #60696
Rename soft shadow quality project settings for easier searching #60696
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Is the naming "Point Light" commonly used anywhere else in the engine? I seem to remember there being a great amount of disagreement over calling OmniLights and SpotLights "Point" lights because they can have size, so neither are truly point lights. |
Light2D was renamed to PointLight2D when DirectionalLight2D was added. While it's not 100% correct, I feel it's a decent enough approximation to refer to both omni and spot lights at the same time. ("Punctual lights" might be more common, but it also implies that the light is an infinitely small point if you read the wording as-is.) |
Maybe we should call them "positional" lights to contrast with directional lights? I don't like introducing a nomenclature in the project settings that we have rejected elsewhere. |
"Positional" sounds good to me 🙂 |
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Also agree with positional. Point light for 3D is not a good name due to the size. |
I think this PR probably also rename the RenderingServer and Viewport APIs that deal with ShadowAtlas and rename most things there as PositionalShadowAtlas/positional_shadow_atlas naming. |
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Done 🙂 Edit: Disregard the accidental close/reopen below. |
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Looks mostly good. But I question whether users are more likely to search for the word "filter" or "soft shadow" when they want to adjust the quality of the soft shadows. In 3.x we only ever used percentage closer filtering. We didn't have proper soft shadows, so the name shadow_filter was more appropriate. I lean towards including soft_shadows in the name of the soft shadow settings as the move to a new version is a good opportunity to move towards more accurate and easy to understand naming. |
Can we settle on Soft Shadow Filter Quality? 😛 |
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I renamed the shadow quality settings to "Soft Shadow Filter Quality" in the end. |
`rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
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Thanks! |
rendering/quality/shadows
is nowrendering/quality/positional_shadow
to explicitly denote that the settings only affect positional light shadows (OmniLight and SpotLight), not directional light shadows.Shadow atlas settings now contain the word "atlas" for easier searching.
Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
See #54161 (comment).
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