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Rename Project Settings, Display, Window width and height, and test_width and test_height settings to match their function #47522
Rename Project Settings, Display, Window width and height, and test_width and test_height settings to match their function #47522
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I would rename them from test to override, because otherwise its still confusing as users won't know which is the actual setting to use. In reality, your display size is not warranted and supplying a "real" window size is not portable (as it can't be ensured when you run on mobile, web, FS dedicated, etc), so other than users using this for scaling pixel art in desktop games it serves not a lot of purpose. |
I don't think the word "override" reflects what it does. It doesn't override anything, it simply specifies the initial size of the window on desktop platforms. I've tried to make this clear in the documentation:
The window size can still be changed by the user (unless the These settings are used to test what the viewport and stretch settings will look like on different mobile screen resolutions -- especially pixel art -- and I assume this is why it was called "test" initially, but ultimately it's the initial desktop window size. Finally, the |
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In my mind for 3D desktop games it was always "Project Resolution" and "Launch Window Size". As a Godot Beginner with advanced settings turned off I would immediately understand and know what to expect from "Project Resolution" but not "Viewport width/height" because I first need to know what is even a Viewport in Godot. "Project Resolution" for authoring the projects user interface e.g. at 4k in the editor because you build your game interface at that size in the editor and this settings often affects how your 2d control node interface will look, behave and scale later. Changing this size later can end up terrible and destroy the layout of brittle control node scenes. "Launch Window Size" because that is the size of the starting game window e.g. in a small launcher window before expending to user preference or platform resolution and window settings like fullscreen. |
@smix8 The problem with "Project Resolution" is that the published game's actual resolution (including the height to width ratio) depends on the device that it's played on, and that is outside of your control. It's only on desktop platforms, when the game is not run at "Launch Window Size" is what this PR is proposing calling |
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@LightningAA I've updated the documentation with slight modifications to your suggestions. Please let me know what you think. |
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Looks good to me.
@madmiraal I see your point, but having as you suggest is ambiguous. Adding override makes it clearer where the order of importance is. Worst case this could be called "window width/height override" |
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Renamed |
We discussed this in a PR review meeting and approved the renaming of For the other part which renames So we suggest opening a proposal to discuss that specific part further and include more users in the discussion, including tutorial makers, to use the opportunity to figure out the most natural structure for these settings (if we're breaking compat, we can take this opportunity to revisit this). |
I've created godotengine/godot-proposals#3769. |
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Following godotengine/godot-proposals#3769 there seems to be consensus that these names are good 👍
Thanks! |
As originally identified by @leonkrause here, the Project Settings
display/window/size/test_width
andtest_height
should be renamed towindow_width
andwindow_height
to reflect their function. To avoid confusion, this PR also renamesdisplay/window/size/width
andheight
toviewport_width
andviewport_height
to reflect their function too.Part of #16863