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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2024-04-21 00:40:45 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2024-04-21 00:58:08 +0200 |
commit | b1a2394b3b7c0532641c33fc74e27036cd3492c1 (patch) | |
tree | ba17ca7277bfae6389fd4f0d086713164e683bb3 /editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp | |
parent | 4a0160241fd0c1e874e297f6b08676cf0761e5e8 (diff) | |
download | redot-engine-b1a2394b3b7c0532641c33fc74e27036cd3492c1.tar.gz |
Use same colors for editor and running project for collision/path debug
This harmonizes the appearance of collision shapes and paths between
the editor and running project, in both 2D and 3D.
This means that in 3D, paths are now green and shapes are now cyan
instead of light blue.
Diffstat (limited to 'editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp')
-rw-r--r-- | editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp index 909f5b5f9a..3bf8adb80a 100644 --- a/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp @@ -35,7 +35,7 @@ #include "scene/3d/physics/shape_cast_3d.h" ShapeCast3DGizmoPlugin::ShapeCast3DGizmoPlugin() { - const Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape"); + const Color gizmo_color = SceneTree::get_singleton()->get_debug_collisions_color(); create_material("shape_material", gizmo_color); const float gizmo_value = gizmo_color.get_v(); const Color gizmo_color_disabled = Color(gizmo_value, gizmo_value, gizmo_value, 0.65); |