Makes it "mathematically correct", the first vertex starts at Vector2.RIGHT direction. This also removes the need to generate points reverse to fix orientation.
The maximum number of points in GoostGeometry2D.circle() is unlimited now. The limit was hardcoded according to Godot's polygon vertex count limit for rendering, but it can be configured in fact (via rendering/limits project settings).
Makes it "mathematically correct", the first vertex starts at
Vector2.RIGHT
direction. This also removes the need to generate points reverse to fix orientation.The maximum number of points in
GoostGeometry2D.circle()
is unlimited now. The limit was hardcoded according to Godot's polygon vertex count limit for rendering, but it can be configured in fact (viarendering/limits
project settings).