Zylann / godot_terrain_plugin

3D Terrain plugin for Godot Engine [NO LONGER MAINTAINED]
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Made Terrain Node Inherit from Spatial Node #7

Closed suptoasty closed 8 years ago

suptoasty commented 8 years ago

Gizmos still do not work since the node uses mouse input when selected in the Scene Node Lists, but the changing of translation, rotation, and scale , in the Inspector still works. Everything seems to work fine, Live scene updates are okay, the Node changes when its parent's properties change, and there is no apparent performance hit on my pc.

Screenshot:

screenshot at 2016-08-14 13-40-41

PS: I am going to look into whether get_selection() can test for gizmos and if it can't I might be able to make my own gizmo tool to compare to based off of what is in this documentation http://docs.godotengine.org/en/latest/classes/class_editorplugin.html?highlight=gizmo#class-editorplugin-create-spatial-gizmo

Zylann commented 8 years ago

I think this breaks the edition of the heightmap, because some parts of the editor assume the node begins at the origin and each cell is one unit of space. I planned to make the node a Spatial but it involves a few additional transformations in terrain.gd.

suptoasty commented 8 years ago

Oh, I see what you mean. I just changed the size of the terrain and the brushes no longer work. This seems to throw the brushes out of alignment.