Open Torguen opened 1 month ago
I can reproduce the issue too with https://github.com/godotengine/godot-demo-projects/tree/master/2d/skeleton
I thought it was a 4.3 regression for a minute, but I tested earlier versions and the same issue is visible in 4.2-stable, 4.1-stable and 4.0-stable.
It's not a problem in 3.6-rc1.
CC @TokageItLab
I assume this is not a bug. I thought it was a case of forgetting to apply EDSCALE
, but it seems not, but simply that the resolution is too low.
These Gizmo looks are allowed to be set by the user by:
editors/2d/bone_width
editors/2d/bone_outline_size
Since these are absolute values, it is expected behavior that the bones will be thicker if the resolution of the scene is too low. I am not sure what changes were made between 3.x and 4.x. If there was a change about the resolution of the scene when the project was converted, then I think the problem was on the conversion side of the project, not in Gizmo drawing.
I can notice your editor is zoomed at 800%, so the player sprite appears to be tiny in that project. It's likely a consequence of having the Skeleton2D demo be part of a pixel art scene.
Drawing bones in a manner that is independent of Camera2D zoom would mean that bones would become infinitely thin, which is not desired unless we switch to drawing bone outlines only (as done in 3D).
Tested versions
v4.3.beta3.official [82cedc83c] 4.2-stable, 4.1-stable 4.0-stable.
System information
w10 64
Issue description
I'm testing the "skeleton" example in godot 4.3 beta 3 extract from here:
This is what appears when you open the character's scene.
I assume this is a bug or problem with the display of the bones because the documentation does not show it like this:
I'm talking about the look of the bones, they look too big, I'm not talking about the problems that show a yellow notice.
Steps to reproduce
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Minimal reproduction project (MRP)
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