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Pixel snap interferes with Sprite offset rounding on Y axis #44048
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This may be fixed in 3.2.4beta3 by #43554, please test with that version if you can. |
Can confirm it's solved on 3.2.4beta3. |
cc @lawnjelly |
No idea why off the top of my head. Float rounding issues perhaps on a whole number boundary? Or something else entirely. It does look like something is being retained on the original 'client' position, or perhaps the position in the visual server. I won't have time to investigate this at the moment. Perhaps some of the snapping enthusiasts can investigate this, I'm really snowed under at the moment. Really my PR was just a backport / sorting the project settings for @m6502's idea so it could be merged and investigated - I'm slightly regretting it now 😄 . It doesn't imply that I champion the approach, or am the 'go to' guy for snapping, it is outside my (self-imposed) remit. There will be lots of consequences of this kind of change - snapping is a deep rabbit hole. This may be due to some of the changes from reduz PR, this may happen in master too. |
@lawnjelly I'll try to put some hours into this and investigate what's going on, thanks for your efforts :-) |
This seems fixed by using round #43813. I'll leave this open until that is merged. |
Fixed by #43813. |
Godot version: 3.2.3.stable.official
OS/device including version: Windows 10 x64
Issue description:
Changing uncentered Sprite offset with 2d/use_pixel_snap project flag checked results in visual vertical displacement of the image while editor frame is displayed correctly. Entering original offset doesn't revert this glitch but everything looks right after project is reloaded.
Steps to reproduce: Create project with pixel snap enabled, create Sprite node with centered parameter unchecked, assign any offset value.
Minimal reproduction project:
Sprite Offset Test.zip
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