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Certain editor operations rely on NOTIFICATION_PHYSICS_PROCESS without a good reason #87885

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Calinou opened this issue Feb 3, 2024 · 1 comment · Fixed by #87886
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@Calinou
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Calinou commented Feb 3, 2024

Tested versions

  • Reproducible in: 4.2.1.stable, 4.3.dev cae7599

System information

Godot v4.3.dev (cae7599) - Fedora Linux 39 (KDE Plasma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 545.29.06) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

Issue description

Certain editor operations rely on NOTIFICATION_PHYSICS_PROCESS without a good reason. This is mainly seen through canvas_item_editor_plugin.cpp and node_3d_editor_plugin.cpp.

This has two consequences:

  • At default physics ticks per second (60), moving around 2D elements in the editor results in the orange box being slightly behind and updating less smoothly on high refresh rate monitors.
  • At custom physics ticks per second, editor behavior will differ with these elements appearing to lag behind more if the value is lower than 60.

Steps to reproduce

See this 120 FPS video where a Sprite2D is being dragged around quickly (watch it at 0.5× speed or pause at certain moments to make the issue more noticeable):

simplescreenrecorder-2024-02-03_00.48.25.mp4

If Physics Ticks per Second project setting is set to 10 and the editor is restarted, the issue becomes more extreme:

simplescreenrecorder-2024-02-03_00.59.09.mp4

Minimal reproduction project (MRP)

N/A

@ryevdokimov
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I submitted a PR and tested the different things that were originally part of physics processes. I didn't notice a difference besides the stuff you mentioned not being broken anymore.

@Calinou Calinou added the bug label Feb 3, 2024
@akien-mga akien-mga added this to the 4.3 milestone Mar 6, 2024
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3 participants