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Extend minimum/maximum zoom level of TextureRegion editor
This also applies a similar change to the SpriteFrames editor.
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@ -2178,7 +2178,7 @@ SpriteFramesEditor::SpriteFramesEditor() {
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min_thumbnail_zoom = 0.1f * MAX(1.0f, EDSCALE);
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// Default the zoom to match the editor scale, but don't dezoom on editor scales below 100% to prevent pixel art from looking bad.
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sheet_zoom = MAX(1.0f, EDSCALE);
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max_sheet_zoom = 16.0f * MAX(1.0f, EDSCALE);
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max_sheet_zoom = 128.0f * MAX(1.0f, EDSCALE);
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min_sheet_zoom = 0.01f * MAX(1.0f, EDSCALE);
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_zoom_reset();
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@ -698,7 +698,7 @@ void TextureRegionEditor::_set_snap_sep_y(float p_val) {
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}
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void TextureRegionEditor::_zoom_on_position(float p_zoom, Point2 p_position) {
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if (p_zoom < 0.25 || p_zoom > 8) {
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if (p_zoom < min_draw_zoom || p_zoom > max_draw_zoom) {
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return;
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}
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@ -1166,6 +1166,11 @@ TextureRegionEditor::TextureRegionEditor() {
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hb_grid->hide();
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// Default the zoom to match the editor scale, but don't dezoom on editor scales below 100% to prevent pixel art from looking bad.
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draw_zoom = MAX(1.0f, EDSCALE);
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max_draw_zoom = 128.0f * MAX(1.0f, EDSCALE);
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min_draw_zoom = 0.01f * MAX(1.0f, EDSCALE);
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texture_preview = memnew(PanelContainer);
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vb->add_child(texture_preview);
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texture_preview->set_v_size_flags(Control::SIZE_EXPAND_FILL);
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@ -76,6 +76,8 @@ class TextureRegionEditor : public AcceptDialog {
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Vector2 draw_ofs;
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float draw_zoom = 1.0;
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float min_draw_zoom = 1.0;
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float max_draw_zoom = 1.0;
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bool updating_scroll = false;
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SnapMode snap_mode = SNAP_NONE;
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