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Fix invalid 2D global position when read outside tree #75509
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The global transform can still be not invalidated when changing top level for a CanvasItem outside the tree (it would need to be invalidated for the whole branch): godot/scene/main/canvas_item.cpp Lines 392 to 408 in 44d5394
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@kleonc Does it lead to any issue? I tried bugging it, but it prints a correct global position. |
Here's an example: func foo() -> void:
var a := Node2D.new()
a.position = Vector2(1, 1)
var b := Node2D.new()
b.position = Vector2(2, 2)
a.add_child(b)
# b.global_position
b.top_level = true
print(b.global_position) With the |
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Ok fixed. |
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LGTM.
(haven't actually tested it after the changes though 🙃)
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Also looks fine to me.
Thanks! |
Cherry-picked for 4.0.3. |
MRP for the bug:
repro.tscn.txt
When you get
global_position
of a CanvasItem outside tree, it will assign its position to global position (roughly speaking). When the node enters tree, its global transform is not invalidated, soglobal_position
will still return its position. This also leads to some abnormalities, like sprite not displaying at its real position (as observed in the MRP).Bugsquad edit: Fixes #75676. Fixes #76327.