Interestingly, using the node's own scale factor (or scaling a parent node to rescale the entire UI) doesn't exhibit this behaviour, but causes a host of other issues with GUIs so it's not a possible workaround. Screenshot of misaligned grid pixels from the MRP: Screenshot of the grid...
In the physics server, shapes are simple data structure without reference to the canvas, mostly just the shape itself (circle/rect/...) and its transform. This transform was always expected to be relative to the parent object's transform, meaning that a CollisionShape2D marked as top level ...
This can be used to implement fixed timestep interpolation. Support for shadow-to-opacity in 3D to render shadows in augmented reality contexts. Ability to change a Position2D gizmo's size. New Vector2 and Vector3 methods: move_toward() to retrieve a vector moved towards another by a spec...
I could go on all day but it is so patently obvious that arguments about doing without oil are utterly unrelated to reality that the only reason to refute them is to keep people who know even less from swallowing them. Someday we are probably going to be farming with without using very ...
Expose dialog parent-and-popup logic to the API (GH-76025). Add support for tab stops to Label (GH-76129). Add support for tab stops to RichTextLabel (GH-76401). Expose Window.get_window_id() (GH-77288). Implement TreeItem.add_child (GH-77446). Add method to check if native wind...
</description> </method> <method name="get_node_index" qualifiers="const"> <return type="int" /> <description> Returns the node's index, which is its position relative to its siblings. This is only relevant and saved in scenes for cases where new nodes are added to an i...
Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have a parent, or its rest pose relative to its parent. Returns the node's [member rest] [Transform2D] if it doesn't have a parent, or its rest pose relative to its parent. </description> </method> <method...
This is the value the setting reverts to. </description> </method> <method name="set_order"> <return type="void" /> <description> Sets the order of a configuration value (influences when saved to the config file). </description> </method> <method name="set_restart_if...
var event_position: Vector2 var event_tilt: Vector2 var line_color := Color.BLACK var line_width: float = 3.0 # If `true`, modulate line width accordding to pen pressure. # This is done using a width curve that is continuously recreated to match the line's actual profile # as t...
I think it's a bug, because I can't see any reason to start physics processing of a RigidBody2D when it's parent was moved. Imagine a most common use-case when you are using parent node just to conveniently group set of nodes and keep their relative position constant. What the parent...