kleonc
kleonc
> The order of the layers in the inspector does not affect draw order. Godot does not draw layers the same way as Photoshop where the order of the layer...
- You need to [generate the docs](https://docs.godotengine.org/en/latest/contributing/documentation/updating_the_class_reference.html#updating-class-reference-when-working-on-the-engine) (and fill them). - Since this PR seems to be WIP I suggest [converting it into a draft](https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/proposing-changes-to-your-work-with-pull-requests/changing-the-stage-of-a-pull-request#converting-a-pull-request-to-a-draft) (until it's ready for review)....
In the MRP the `repeat_size` saved in the `main.tscn` is weird, the problematic part seems to be its near-zero `x` value: ``` [node name="Parallax2D" type="Parallax2D" parent="."] repeat_size = Vector2(2.08165e-12, 500)...
> @kleonc I uploaded a video to issue description showing how I got that value. @stephannv This I can't replicate though (v4.3.dev6.official [89850d553], Windows). For me, it's being saved as...
> I'm not sure, I did some tests today, and I noticed that "0.0...00208" is there before I change any value, just hovering the Vector2 on a newly created object...
> I will update this PR to add tests for those cases, as well as update the docs to mention them. > > Is [[1]](https://stackoverflow.com/a/42926875) an issue the godot codebase...
Same in: - v4.2.2.stable.official [15073afe3], - v4.3.dev5.official [89f70e98d].
> Looking at some of the code I think this should be `ARRAY_CUSTOM_RGBA8_SNORM` instead Indeed, ArrayCustomFormat's docs already say it's one of the encoded as PackedByteArray formats: https://github.com/godotengine/godot/blob/36e943b6b20cb7a8a89bc30489c4a81c3e149d74/doc/classes/Mesh.xml#L264-L290
The second video shows that `@onready ...` can be dropped to a script not extending `Node`, which doesn't make sense / shouldn't be allowed.
> tbh dropping nodes to scripts that don't inherit Node does not make sense, because they don't have `get_node()` xd It could be argued that dropping just the NodePath (drop...