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Controls in viewport with stretch-shrink positioned wrong #58247

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rakkarage opened this issue Feb 17, 2022 · 3 comments
Open

Controls in viewport with stretch-shrink positioned wrong #58247

rakkarage opened this issue Feb 17, 2022 · 3 comments

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@rakkarage
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Godot version

v4.0.alpha2.official [79077e6]

System information

Windows 10

Issue description

After creating a SubViewportContainer and a SubViewport and setting stretch-scale to 2 and adding a child control and centering it looks like it is in the wrong position in editor but right when running. This works in 3. Thanks.

2.gif

Steps to reproduce

  • open TestGenerate .tscn, or generate a scene like gif, notice part off screen
  • run and fine

Minimal reproduction project

https://github.com/rakkarage/GenerateTexture

@Rindbee
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Rindbee commented Jul 10, 2022

I feel like this is a situation where we want the SubViewport to work like a Control. Unfortunately it isn't, so the passing of update calls between parent and child is broken. So maybe there are nodes that are not updated.

@Sauermann
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I had a look at the MRP and it doesn't contain any SubViewport-node. So it doesn't fit to the bug-description.

@KoBeWi
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KoBeWi commented Jan 17, 2023

Seems still valid, here's some repro
Repro.zip
The only problem here is that it looks different in game than in editor.

@KoBeWi KoBeWi modified the milestones: 4.0, 4.x Feb 23, 2023
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