From d65562366c47ae5a3abe1d0714d6731e30c3d2b8 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Tue, 3 Mar 2026 01:31:42 +0100 Subject: [PATCH] Fix Marker3D editor gizmo being darker than intended for negative axis lines The brightness of those lines was intentionally lowered to work around a bug, but this bug was fixed a long time ago. --- editor/scene/3d/gizmos/marker_3d_gizmo_plugin.cpp | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) diff --git a/editor/scene/3d/gizmos/marker_3d_gizmo_plugin.cpp b/editor/scene/3d/gizmos/marker_3d_gizmo_plugin.cpp index 16bc767524..56499f1ed0 100644 --- a/editor/scene/3d/gizmos/marker_3d_gizmo_plugin.cpp +++ b/editor/scene/3d/gizmos/marker_3d_gizmo_plugin.cpp @@ -63,22 +63,20 @@ Marker3DGizmoPlugin::Marker3DGizmoPlugin() { const Color color_x = EditorNode::get_singleton()->get_editor_theme()->get_color(SNAME("axis_x_color"), EditorStringName(Editor)); cursor_colors.push_back(color_x); cursor_colors.push_back(color_x); - // FIXME: Use less strong darkening factor once GH-48573 is fixed. - // The current darkening factor compensates for lines being too bright in the 3D editor. - cursor_colors.push_back(color_x.lerp(Color(0, 0, 0), 0.75)); - cursor_colors.push_back(color_x.lerp(Color(0, 0, 0), 0.75)); + cursor_colors.push_back(color_x.darkened(0.5)); + cursor_colors.push_back(color_x.darkened(0.5)); const Color color_y = EditorNode::get_singleton()->get_editor_theme()->get_color(SNAME("axis_y_color"), EditorStringName(Editor)); cursor_colors.push_back(color_y); cursor_colors.push_back(color_y); - cursor_colors.push_back(color_y.lerp(Color(0, 0, 0), 0.75)); - cursor_colors.push_back(color_y.lerp(Color(0, 0, 0), 0.75)); + cursor_colors.push_back(color_y.darkened(0.5)); + cursor_colors.push_back(color_y.darkened(0.5)); const Color color_z = EditorNode::get_singleton()->get_editor_theme()->get_color(SNAME("axis_z_color"), EditorStringName(Editor)); cursor_colors.push_back(color_z); cursor_colors.push_back(color_z); - cursor_colors.push_back(color_z.lerp(Color(0, 0, 0), 0.75)); - cursor_colors.push_back(color_z.lerp(Color(0, 0, 0), 0.75)); + cursor_colors.push_back(color_z.darkened(0.5)); + cursor_colors.push_back(color_z.darkened(0.5)); Ref mat = memnew(StandardMaterial3D); mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);