Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

2D movement gizmos always work in global coordinates despite being rotated #62732

Closed
KoBeWi opened this issue Jul 5, 2022 · 3 comments · Fixed by #81735
Closed

2D movement gizmos always work in global coordinates despite being rotated #62732

KoBeWi opened this issue Jul 5, 2022 · 3 comments · Fixed by #81735

Comments

@KoBeWi
Copy link
Member

KoBeWi commented Jul 5, 2022

Godot version

4e7223c

System information

Windows 10 x64

Issue description

godot windows tools 64_VeecI3EiEe
They should either not rotate or properly move in local space.

This does not happen with scale gizmos.

Steps to reproduce

  1. Rotate a 2D node
  2. Enable move tool
  3. Move the node

Minimal reproduction project

No response

@Calinou
Copy link
Member

Calinou commented Jul 17, 2022

Is this reproducible in 3.4.4? cc @ZakharE

@ZakharE
Copy link

ZakharE commented Jul 19, 2022

@Calinou I cannot reproduce it on branch 3.4 and 3.X. There is no such functionality at all. There is no gizmos that I can drag

@trflorian
Copy link

I observe the same behaviour in Godot 4.1.1.stable.official [bd6af8e] on Linux 20.04.6 LTS

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging a pull request may close this issue.

5 participants