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Merge pull request #91731 from TokageItLab/b2s
Fix Bone2D gizmo scaling
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commit
ea054261e2
@ -326,9 +326,7 @@ bool Bone2D::_editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p
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rel = (p_other_bone->get_global_position() - get_global_position());
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rel = rel.rotated(-get_global_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation
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} else {
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real_t angle_to_use = get_rotation() + bone_angle;
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rel = Vector2(cos(angle_to_use), sin(angle_to_use)) * (length * MIN(get_global_scale().x, get_global_scale().y));
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rel = rel.rotated(-get_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation
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rel = Vector2(Math::cos(bone_angle), Math::sin(bone_angle)) * length * get_global_scale();
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}
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Vector2 relt = rel.rotated(Math_PI * 0.5).normalized() * bone_width;
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