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Rename soft shadow quality project settings for easier searching #60696

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Calinou
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@Calinou Calinou commented May 1, 2022

rendering/quality/shadows is now rendering/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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@Calinou Calinou requested review from a team as code owners May 1, 2022 18:40
@Calinou Calinou added this to the 4.0 milestone May 1, 2022
@Calinou Calinou force-pushed the shadow-quality-rename-project-settings branch from d74bd55 to 9a474c3 Compare May 1, 2022 18:46
@clayjohn
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clayjohn commented May 1, 2022

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.

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Calinou commented May 1, 2022

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.)

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clayjohn commented May 2, 2022

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.

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Calinou commented May 2, 2022

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 🙂
For instance, this is how AudioStreamPlayer2D and AudioStreamPlayer3D are referred to, as opposed to AudioStreamPlayer which is non-positional.

@Calinou Calinou force-pushed the shadow-quality-rename-project-settings branch from 9a474c3 to 7bfb09c Compare May 2, 2022 20:44
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reduz commented Jun 27, 2022

Also agree with positional. Point light for 3D is not a good name due to the size.

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reduz commented Jun 27, 2022

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.

@Calinou Calinou force-pushed the shadow-quality-rename-project-settings branch from 7bfb09c to baadac6 Compare June 29, 2022 17:24
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Calinou commented Jun 29, 2022

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.

Done 🙂

Edit: Disregard the accidental close/reopen below.

@Calinou Calinou closed this Jun 29, 2022
@Calinou Calinou reopened this Jun 29, 2022
@Calinou Calinou force-pushed the shadow-quality-rename-project-settings branch from baadac6 to ca4c968 Compare June 29, 2022 18:17
@Calinou Calinou force-pushed the shadow-quality-rename-project-settings branch 2 times, most recently from b68a8cf to d863982 Compare June 30, 2022 20:27
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clayjohn commented Jul 4, 2022

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.

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Calinou commented Jul 4, 2022

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? 😛

@Calinou Calinou force-pushed the shadow-quality-rename-project-settings branch from d863982 to 57aab3f Compare July 13, 2022 00:19
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Calinou commented Jul 13, 2022

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.
@Calinou Calinou force-pushed the shadow-quality-rename-project-settings branch from 57aab3f to 21ea1c3 Compare July 13, 2022 17:56
@akien-mga akien-mga merged commit 991f781 into godotengine:master Jul 13, 2022
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Thanks!

@Calinou Calinou deleted the shadow-quality-rename-project-settings branch July 14, 2022 00:23
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4 participants