Open shayneoneill opened 4 years ago
The fix should be similar to https://github.com/godotengine/godot/pull/33940, but the same issue with handling multiple viewports (that can use different resolutions) remains.
Edit: In master
, we can use Viewport's scale_3d
property instead of relying on Viewport shrinking. This property isn't available in 3.x
though, and it's not trivial to backport there.
Godot version:
Godot 3.2.2 rc2 mono
OS/device including version: Macbook Pro 2015, Big Sur
Issue description: When "Half Resolution" is enabled in the editor perspective menu, placing points on a path in 3D mode (maybe 2D, not tested) places the point a distance from the cursor in screen space at a point twice the distance from the top left corner of the
Steps to reproduce:
In Attached illustation, a control point was attempted to be placed in top left corner of hallways, but instead point added in location shown.
My suggestion is that the point editing code does not correctly translate the mouse position relative to top corner in half-resolution mode (Presumably the correct value is aquired by dividing the screen space X/Y coords by too