IrontMesdents
IrontMesdents
I agree with DanielBrunoDavis. It took me hours to realize this and now I'll have to rework a lot of code around this because I need to know if corners...
I thought the issue was related to the _grab_offset variable in the ctrl_draggable.gd file. Modifying the at_position variable with a vector that would dynamically refer to the top node's origin...
@LeeWannacott I edited the line you suggested in the commit, but as I feared, it didn't resolve my issue. The commit you mentionned adresses highlight issues while my issue is...
I've found a partial fix by modifying the _get_drag_data function and adding this variable which modifies the subpreview's position. Here's the new function: ``` func _get_drag_data(at_position: Vector2): var sub_preview_pos =...
@LeeWannacott No worries. The drag issue you mentionned was in the same post as the highlight issue. That's why that's what you suggested to me (and that's also why I...
@LeeWannacott @peter-kish My system info is this: Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6650 XT (Advanced Micro Devices, Inc.; 31.0.24033.1003) - 11th Gen...
Ok. Even more puzzling: I can't reproduce the bug on the example inventory on my side either. So that specific issue might be related to the highlighting issue somehow, but...