Closed MaaaxiKing closed 1 year ago
@MaaaxiKing Can you upload a minimal reproduction project here, please? (In other words, a Git repository or ZIP archive of the project.)
Maybe, I just don't understand how drawing works. Also I can't comprehend why drawing isn't allowed in every function.
This is a ColorPicker bug: #33367 Your ColorPicker drifts out of screen on start (you can check in remote tree). As a workaround you can put it into a container.
What I expected to submit is: Drawing multiple circles let weirdly hide other nodes. If I drew more than one circle, other nodes are being hidden; I could't find out when which node is being hidden. Create a scene with root node Node and attach a script to it. Add any visual node as a child to it. Go into the script and in the _draw() function draw a circle in any line and another circle in another line. Run the game. SO PLEASE REOPEN THIS ISSUE!
Could this have bug and maybe topic:gdscript label?
@MaaaxiKing I'm not 100% convinced this is a bug yet, this needs further testing and reproduction from other people.
This issue is also not related to GDScript, as you'd run into the same issue when using C# or GDNative.
But I can't reproduce it, not sure why was this reopened. Attach a new project, the previous one shows an unrelated bug. The ColorPicker will be visible when you change its anchors to centered. Also your steps in https://github.com/godotengine/godot/issues/39052#issuecomment-636191388 are too vague.
What I've written at the top is something different which I unintentionally found but this comment is the real bug. Should I better submit it as a new issue and this will be closed after I'll have referred to this new one?
You can edit the original post with new details, there's no need for another issue.
I now noticed it has to do something with my shader. It is made by GDQuest. https://www.youtube.com/watch?v=LAa8UE3ItM8 But how to fix this?
I opened the project and it looks fine.
Which part is supposed to disappear? If the above screenshot looks differently than on your side, it's probably hardware-specific issue.
Add a button or no matter what visual node. Nevertheless, I don't see the heart when the game is running.
Eh, so someone else with the same GPU should test it.
I've had problems again using this shader. I used it for a Stone scene and I instanced multiple of them in another scene. In the Editor, just one stone was visible and if I changed its visibilty, another became visible. In the game it worked.
@MaaaxiKing Can you (or anyone else) still reproduce this bug in Godot 3.5.1 or any later release?
If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop.
Closing due to lack of response. Please comment if you can still reproduce this bug on the latest Godot version.
Godot version:
3.2.1
OS/device including version:
Windows 10 Home 1909 GLES3 Intel(R) UHD Graphics 620
Issue description:
My ColorPicker disappears after when drawing a circle. Same problem with Sprites. (old)
If I draw more than one circle, other nodes will be being hidden; I could't find out when which node is being hidden.
Steps to reproduce: _Create a Scene with root Node Control. Add a ColorPicker/Sprite with texture as a child. Attach a script to the root node. Type in this script:
func _draw(): draw_circle(Vector2(50,50),50,ColorN("orange"))
Start the scene. (old)_
Create a scene with root node Node and attach a script to it. Add a sprite as a child to it. Go into the script and in the _draw() function draw a circle in any line and another circle in another line. Create a ShaderMaterial and then a new shader like it is in the file and attach it to the sprite. Run the game. Minimal reproduction project:
_https://www.youtube.com/watch?v=J5hABWg_isY_ (old)
bug test.zip