Open ArseniyMirniy opened 1 week ago
This should likely be fixed by never scaling anything drawn within GraphNode/GraphEdit in the editor theme, and having only the default zoom level change instead (i.e. what appears as 100% zoom). The same approach is used for the 2D editor viewport already.
GraphNode/GraphEdit use fully vector-based drawing (including MSDF fonts), so they will still look good at high zoom levels.
This should likely be fixed by never scaling anything drawn within GraphNode/GraphEdit in the editor theme, and having only the default zoom level change instead (i.e. what appears as 100% zoom). The same approach is used for the 2D editor viewport already.
GraphNode/GraphEdit use fully vector-based drawing (including MSDF fonts), so they will still look good at high zoom levels.
If so, is the fix a relatively fast with tweaking a few settings in one place and adding the scale factor to zoom level in another? If so, can it be expected in 4.4 or 4.5 at least? I will be glad to test!
Off-topic: thanks for AgX, it's a cool addition to the engine, can't wait to see 4.4 Stable
Tested versions
Godot 4.3 Stable
System information
Windows 10 64, Godot 4.3 Stable, Forward+
Issue description
Godot Engine does not respect the grid of visual nodes (in shaders or other graphs) if the UI scale has changed. It is crucial for public projects or games developed by multiple people on different screens. Or even if a single person tries to work on a desktop (100% scale) and laptop (150-200% scale).
You made a node graph, when your system is at 100% scale, it looks clean:
With 150% scale, nodes are mashed together:
With 200% scale, it gets even worse:
The solution is not just change sizes of nodes themselves, but also make them respect the grid (and reorganize accordingly).
Steps to reproduce
Minimal reproduction project (MRP)
You can try my graph from here: https://github.com/ArseniyMirniy/Godot-4-Free-Color-Correction-and-Screen-Effects-Visual-Shader