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Merge pull request #30361 from LikeLakers2/camera2d-offset-ignores-limit
Camera2D's offset now ignores the limit property
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commit
410cb13abd
@ -140,9 +140,6 @@ Transform2D Camera2D::get_camera_transform() {
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Point2 screen_offset = (anchor_mode == ANCHOR_MODE_DRAG_CENTER ? (screen_size * 0.5 * zoom) : Point2());
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Rect2 screen_rect(-screen_offset + camera_pos, screen_size * zoom);
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if (offset != Vector2())
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screen_rect.position += offset;
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if (limit_smoothing_enabled) {
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if (screen_rect.position.x < limit[MARGIN_LEFT])
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camera_pos.x -= screen_rect.position.x - limit[MARGIN_LEFT];
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@ -193,21 +190,8 @@ Transform2D Camera2D::get_camera_transform() {
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if (screen_rect.position.y < limit[MARGIN_TOP])
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screen_rect.position.y = limit[MARGIN_TOP];
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if (offset != Vector2()) {
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if (offset != Vector2())
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screen_rect.position += offset;
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if (screen_rect.position.x + screen_rect.size.x > limit[MARGIN_RIGHT])
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screen_rect.position.x = limit[MARGIN_RIGHT] - screen_rect.size.x;
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if (screen_rect.position.y + screen_rect.size.y > limit[MARGIN_BOTTOM])
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screen_rect.position.y = limit[MARGIN_BOTTOM] - screen_rect.size.y;
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if (screen_rect.position.x < limit[MARGIN_LEFT])
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screen_rect.position.x = limit[MARGIN_LEFT];
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if (screen_rect.position.y < limit[MARGIN_TOP])
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screen_rect.position.y = limit[MARGIN_TOP];
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}
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camera_screen_center = screen_rect.position + screen_rect.size * 0.5;
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