diff --git a/Source/Editor/Windows/Assets/ModelBaseWindow.cs b/Source/Editor/Windows/Assets/ModelBaseWindow.cs index 14344ef71..09b4606c4 100644 --- a/Source/Editor/Windows/Assets/ModelBaseWindow.cs +++ b/Source/Editor/Windows/Assets/ModelBaseWindow.cs @@ -236,6 +236,7 @@ namespace FlaxEditor.Windows.Assets var group = layout.Group("General"); var minScreenSize = group.FloatValue("Min Screen Size", "The minimum screen size to draw model (the bottom limit). Used to cull small models. Set to 0 to disable this feature."); + minScreenSize.ValueBox.SlideSpeed = 0.005f; minScreenSize.ValueBox.MinValue = 0.0f; minScreenSize.ValueBox.MaxValue = 1.0f; minScreenSize.ValueBox.Value = proxy.Asset.MinScreenSize; @@ -476,12 +477,12 @@ namespace FlaxEditor.Windows.Assets } } - [EditorOrder(1), EditorDisplay(null, "LOD"), Limit(0, Model.MaxLODs), VisibleIf("ShowUVs")] - [Tooltip("Level Of Detail index to preview UVs layout.")] + [EditorOrder(1), EditorDisplay(null, "LOD"), Limit(0, Model.MaxLODs, 0.01f), VisibleIf("ShowUVs")] + [Tooltip("Level Of Detail index to preview UVs layout at.")] public int LOD = 0; - [EditorOrder(2), EditorDisplay(null, "Mesh"), Limit(-1, 1000000), VisibleIf("ShowUVs")] - [Tooltip("Mesh index to preview UVs layout. Use -1 for all meshes")] + [EditorOrder(2), EditorDisplay(null, "Mesh"), Limit(-1, 1000000, 0.01f), VisibleIf("ShowUVs")] + [Tooltip("Mesh index to show UVs layout for. Use -1 to display all UVs of all meshes")] public int Mesh = -1; private bool ShowUVs => _uvChannel != UVChannel.None; diff --git a/Source/Editor/Windows/Assets/ModelWindow.cs b/Source/Editor/Windows/Assets/ModelWindow.cs index 9a0b1ad82..1dc30cae3 100644 --- a/Source/Editor/Windows/Assets/ModelWindow.cs +++ b/Source/Editor/Windows/Assets/ModelWindow.cs @@ -81,6 +81,7 @@ namespace FlaxEditor.Windows.Assets } var resolution = group.FloatValue("Resolution Scale", Window.Editor.CodeDocs.GetTooltip(typeof(ModelTool.Options), nameof(ModelImportSettings.Settings.SDFResolution))); + resolution.ValueBox.SlideSpeed = 0.001f; resolution.ValueBox.MinValue = 0.0001f; resolution.ValueBox.MaxValue = 100.0f; resolution.ValueBox.Value = sdf.Texture != null ? sdf.ResolutionScale : 1.0f; diff --git a/Source/Engine/Level/Actors/AnimatedModel.h b/Source/Engine/Level/Actors/AnimatedModel.h index 89124cb87..859d89212 100644 --- a/Source/Engine/Level/Actors/AnimatedModel.h +++ b/Source/Engine/Level/Actors/AnimatedModel.h @@ -110,7 +110,7 @@ public: /// /// The animation update delta timescale. Can be used to speed up animation playback or create slow motion effect. /// - API_FIELD(Attributes="EditorOrder(45), EditorDisplay(\"Skinned Model\")") + API_FIELD(Attributes="EditorOrder(45), Limit(0, float.MaxValue, 0.025f), EditorDisplay(\"Skinned Model\")") float UpdateSpeed = 1.0f; /// @@ -122,7 +122,7 @@ public: /// /// The master scale parameter for the actor bounding box. Helps to reduce mesh flickering effect on screen edges. /// - API_FIELD(Attributes="EditorOrder(60), DefaultValue(1.5f), Limit(0), EditorDisplay(\"Skinned Model\")") + API_FIELD(Attributes="EditorOrder(60), DefaultValue(1.5f), Limit(0, float.MaxValue, 0.025f), EditorDisplay(\"Skinned Model\")") float BoundsScale = 1.5f; ///