Sticky map edges
I have found that camera implementation does not check for limit values (limit_left, limit_right...) of Godot camera resulting in position being moved but view is stuck properly on the limits. This results in user essentially overscroll map and then having to scroll back while screen is still on limit position.
Proposal: When camera reaches limit in one of the axes it should no longer set its position further behind these limits
You can update the script to the following just after updating position based on movement in the _physics_process(delta) function inside of RTS-Camera2D.gd:
# Update position of the camera.
position += camera_movement * get_zoom()
var zoom = get_zoom()
var viewport = get_viewport_rect()
var actual_left_limit = viewport.end.x * zoom.x / 2
var actual_top_limit = viewport.end.y * zoom.y / 2
position.x = clamp(position.x, actual_left_limit, limit_right - actual_left_limit)
position.y = clamp(position.y, actual_top_limit, limit_bottom - actual_top_limit)
I'd make a PR but I don't have my env set up to do that at the moment. I believe this will take zoom into account correctly. Haven't tested much beyond my current use case.
The real fix for this:
You can update the script to the following just after updating position based on movement in the _physics_process(delta) function inside of RTS-Camera2D.gd:
# Update position of the camera.
position += camera_movement * get_zoom()
# force camera to center of screen positionally
var center = get_screen_center_position()
var current_target = get_target_position()
if current_target != center:
position = center
For godot 4 at least.