lawnjelly
lawnjelly
> I can't set the Camera2D limits and just have it teleport to the new position. Forcing scroll update and reset_physics_interpolation() doesn't seem to help with that. (I used the...
Converting to draft as I've noticed while implementing the particles that the logic for traversing the tree needs to be slightly different than that in 3D, to account for turning...
> It looks like the camera is lagging behind the player a few frames, especially noticeable when jumping or suddenly changing velocity, like turning around (eg. from velocity Vector2(80.0, 0.0)...
> Particles are still not smoothed, but it may be better to leave this for a future PR so this can be merged in 3.6 betas. The player movement itself...
I'll try and check these out but: > Setting camera offset is being weird. I use tweens to change the offset to shake and pan the camera, and it isn't...
Ah much better with the MRPs. :+1: In fact now from the description I can work out what is probably going on with the offset, the logic in `get_camera_transform()` is...
> Run right with the character to see the mirrored parallax layer flickering (camera must follow) I now have a fairly simple fix for this in `parallax_layer.cpp`. Will push with...
An MRP would probably really help investigate this, if someone can get it to trigger in a simple project. Speaking from experience debugging the editor GUI in 3.x, there is...
Posting when tired never a good idea: :smile: BVH is not compiled thread safe on master as far as I remember. So any `test_motion` and access to change the BVH...
Away from pc at the moment so cant answer fully, but this is due to wheels rotating faster than physics tick rate and phasing. Some options include faster tick rate,...