Results 80 comments of kleonc
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> @kleonc updated. I couldn't run on beta7 because `get_edited_object` isn't available and I am not sure if the workaround I was trying was reliable. Oh, indeed `EditorInspector.get_edited_object` is not...

> I ran [some tests](https://ideone.com/zHyt6J) on my M1 Mac and found the step that messes up the calculation. So it might be about the last part of the calculation being...

> ### Steps to reproduce > > 1. Open Godot > > 2. run game > > > ### Minimal reproduction project > > [dupe - Copy.zip](https://github.com/godotengine/godot/files/7233098/dupe.-.Copy.zip) Can't reproduce, I...

Please squash commits into one, see [PR workflow](https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html#the-interactive-rebase) (and ensure the resulting commit has a short descriptive title).

> It seems you have the same issue I'm tackling too, the culling still is expecting the transform to follow the original, so it breaks: Indeed I haven't looked into...

> This also would work in the renderer and would prevent us from needing to add even more bloat to `CanvasItem`, but I'm not sure if there's a better way...

Updated the rect calculation, further testing welcomed. :slightly_smiling_face: If I got it right it should result in the white rect (contrary to the blue one which is seemingly simpler to...

> Hm. Unfortunately, this seems to break `ParallaxBackground` and `ParallaxLayer`s, which seem to not repeat anymore. We'll have to make sure there's no regressions there. I guess I forgot they...

> This is a regression in `ParallaxLayer` and an oversight in `Parallax2D`. In 4.2 `ParallaxLayer` behaved like `Parallax2D` does after this PR, so it should definitely get the behavior back....

That's a regression from #80233 (happens since 4.3.dev4), which made changing all relevant PathFollow3D properties result in deferred transform update, instead of updating the transform immediately (`PathFollow3D::update_transform` is always called...