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The doc of follow_viewport_enabled does the opposite thing. #103031
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I tested the provided MRP and looked at the Follow Viewport setting for the CanvasLayers, and from what I can tell this does indeed appear to be the case. For reference, the relevant code, from line 296 of void CanvasLayer::_update_follow_viewport(bool p_force_exit) {
if (!is_inside_tree()) {
return;
}
if (p_force_exit || !follow_viewport) {
RS::get_singleton()->canvas_set_parent(canvas, RID(), 1.0);
} else {
RS::get_singleton()->canvas_set_parent(canvas, vp->get_world_2d()->get_canvas(), follow_viewport_scale);
}
} To my understanding:
I'd be happy to throw together a quick PR for this, unless you'd like to @rt9391 😄 |
Here`s the PR #103111 |
…havior. Fixes godotengine#103031 Swapping enabled/disabled to match actual behavior. Fixes godotengine#103031 Swapping enabled/disabled to match actual behavior.
The doc of follow_viewport_enabled in godotengine#99754 tells the opposite thing. This PR swaped enabled/disabled description to match actual behavior.
Version
4.4.beta4
Issue description:
CanvasItem.follow_viewport_enabled
The description does not match the actual behavior, in fact it does the opposite.
The GUI nodes (those labels) is in a canvaslayer that DISABLED follow_viewport_enabled, whitch would be "maintains its position in world space" according to the doc.
But apparently these GUI only "fixed position on the screen", not maintains in wolrd space.
begins of the camera movement

end of the camera movement

MRP file:
CanvasLayerFviewTest.zip
Originally posted by @rt9391 in #99754 (comment)
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