-
-
Notifications
You must be signed in to change notification settings - Fork 21.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Implement camera orbiting shortcuts. #51984
Conversation
Fixes godotengine/godot-proposals#2051. Relates to godotengine/godot-proposals#1215. Implements shortucts for adjusting the camera rotation in 15-degree increments, similar to Blender. I did not add corresponding menu entries for these, as I didn't feel like they would be too useful from a menu, and didn't want to make the menu too long.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Tested locally (rebased against latest master
), it works as expected.
Thanks! |
This PR can be cherry-picked to I just noticed a minor issue when using the rotation shortcuts (both in Alternatively, we can clamp the shortcuts to the same pitch angle constraints as panning and freelook – or remove the pitch angle restrictions from panning and freelook, which would match Blender behavior. |
I'm on board with godotengine/godot-proposals#1371, but we could add I tried testing this on |
This is caused by #53894. Unfocus and focus the editor window again, and it should work. |
Cherry-picked for 3.4. |
Do we actually want to wrap it, or just have it stop when it hits the min/max angle? |
Clamping the value is fine, but wrapping is required if we want to allow the camera to go upside-down when panning or using freelook. For 3.4, I think we can just clamp the angle value when using the camera orbiting shortcuts. We can investigate what to do with panning and freelook in 3.5 and 4.0. |
This prevents the viewport from going upside-down. This was suggested at: godotengine#51984 (comment): > For 3.4, I think we can just clamp the angle value when using the > camera orbiting shortcuts. We can investigate what to do with panning > and freelook in 3.5 and 4.0.
This prevents the viewport from going upside-down. This was suggested at: godotengine#51984 (comment): > For 3.4, I think we can just clamp the angle value when using the > camera orbiting shortcuts. We can investigate what to do with panning > and freelook in 3.5 and 4.0. (cherry picked from commit 3bd7c4f)
This prevents the viewport from going upside-down. This was suggested at: godotengine#51984 (comment): > For 3.4, I think we can just clamp the angle value when using the > camera orbiting shortcuts. We can investigate what to do with panning > and freelook in 3.5 and 4.0. (cherry picked from commit 3bd7c4f)
This prevents the viewport from going upside-down. This was suggested at: godotengine#51984 (comment): > For 3.4, I think we can just clamp the angle value when using the > camera orbiting shortcuts. We can investigate what to do with panning > and freelook in 3.5 and 4.0. (cherry picked from commit 3bd7c4f)
Fixes godotengine/godot-proposals#2051.
Relates to godotengine/godot-proposals#1215.
Implements shortucts for adjusting the camera rotation in 15-degree
increments, similar to Blender.
I did not add corresponding menu entries for these, as I didn't feel
like they would be too useful from a menu, and didn't want to make the
menu too long.