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Incorrect Node3D transform when moving and rotating with the gizmo in local space if parent node's coordinates are not in (0,0,0) #81604
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Looks related to: Will take a look |
Since this is a regression introduced in 4.2.dev4 the question should be what caused it. Looking at the changes since 4.2.dev3 I suspect it's caused by #58389 (haven't tested though). cc @rcorre godot/editor/plugins/node_3d_editor_plugin.cpp Lines 4635 to 4642 in 5f1e56f
vs original:
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Will look at restoring parity, thank you! |
Note it might be the case that some of the dicrepancies in the pre-#58389 code might have been a result of patching things separately etc. By any chance I'm not saying these parts need to be reverted to the previous state, maybe unifying them like it's done now is the way to go. I just have no idea if/what could have been broken by the mentioned changes. 🙃 |
The current change fixes the bug but will see if there's other issues with that Edit: Removing the |
The last arg for the translation case doesn't affect anything as the orthogonal arg is unused there |
Godot version
v4.2.dev4.official [549fcce]
System information
Windows 10 - Godot v4.2.dev4.official - Vulkan (Forward+) editor
Issue description
Version 4.2-dev4 introduced incorrect behavior when transforming nodes in local space (Node "jumps" to unwanted position). In the previous version everything works correctly.
godot_4.2dev4_bug.mp4
Steps to reproduce
Minimal reproduction project
translate_localspace_editor_bug.zip
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