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Inconsistent 2D render order when removing and adding child nodes #16213
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ghost
added this to the 3.1 milestone
Jan 31, 2018
Related to #14364. |
I've been experiencing the same problem. When removing nodes from any Godot version: OS/device including version: Minimal reproduction project: |
reduz
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akien-mga
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Jul 3, 2019
Fixes godotengine#16213. (cherry picked from commit 3b02cd3)
This was referenced Jun 24, 2020
Poobslag
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Jun 24, 2020
The frosting pool size of 800 seems large, but smaller sizes such as 500 ran out of blobs occasionally when making/clearing large amounts of blocks. It performs OK on my Galaxy Note9. Frosting occasionally flickers due to Godot #16213 godotengine/godot#16213 Minor changes to game ending logic.
Poobslag
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Jun 24, 2020
The frosting pool size of 800 seems large, but smaller sizes such as 500 ran out of blobs occasionally when making/clearing large amounts of boxes. It performs OK on my Galaxy Note9. Frosting occasionally flickers due to Godot #16213 godotengine/godot#16213 Minor changes to game ending logic.
Poobslag
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Jun 24, 2020
The frosting pool size of 800 seems large, but smaller sizes such as 500 ran out of blobs occasionally when making/clearing large amounts of boxes. It performs OK on my Galaxy Note9. Frosting occasionally flickers due to Godot #16213 godotengine/godot#16213 Minor changes to game ending logic. Added null check for Scenario.launched_scenario_name to avoid errors when running Puzzle.tscn standalone
Poobslag
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Jun 24, 2020
The frosting pool size of 800 seems large, but smaller sizes such as 500 ran out of blobs occasionally when making/clearing large amounts of boxes. It performs OK on my Galaxy Note9. Frosting occasionally flickers due to Godot #16213 godotengine/godot#16213 Minor changes to game ending logic. Added null check for Scenario.launched_scenario_name to avoid errors when running Puzzle.tscn standalone
Poobslag
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Jul 18, 2020
The frosting pool size of 800 seems large, but smaller sizes such as 500 ran out of blobs occasionally when making/clearing large amounts of boxes. It performs OK on my Galaxy Note9. Frosting occasionally flickers due to Godot #16213 godotengine/godot#16213 Minor changes to game ending logic. Added null check for Scenario.launched_scenario_name to avoid errors when running Puzzle.tscn standalone
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Godot version:
3.0
OS/device including version:
Arch Linux
Issue description:
Removing the first child from a node and then adding another one results in the render order of all the child nodes to scramble around, but only when more than 16 child nodes are present.
Steps to reproduce:
Click the "Remove Child" button in the test project at least 8 times, removing and adding a sprite each time. Changing the "num_children" constant to something below 17 has no such behaviour.
Minimal reproduction project:
testing.zip
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