From 4ad38cac9c8f6da08fe579120d8de5a9b3fc3368 Mon Sep 17 00:00:00 2001 From: Hyperagon <23475800+hyperagon@users.noreply.github.com> Date: Thu, 19 Dec 2024 22:49:23 +0000 Subject: [PATCH] Update 2024-12-19.md --- content/posts/2024-12-19.md | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/content/posts/2024-12-19.md b/content/posts/2024-12-19.md index 7c21fc4..9fd5ac5 100644 --- a/content/posts/2024-12-19.md +++ b/content/posts/2024-12-19.md @@ -1,12 +1,13 @@ +++ title = "That one Godot isssue" summary = "A wishlist?" -date = 2024-12-10T08:10:34+01:00 +date = 2024-12-19T08:10:34+01:00 draft = false tags = ['godot'] +++ -I've used the [Godot Engine](https://godotengine.org/) for quite a while but there is just one annoying thing about it, the separation between user-interface and the visual nodes. -Disclaimer: I'm talking abour **Godot** version **3**. +I've used the [Godot Engine](https://godotengine.org/) for quite a while but there is just one annoying thing about it, the separation between user-interface (Control) and visual nodes. + +Disclaimer: I'm talking about **Godot** version **3**. The problem is that I want to center a node, no matter if it's a *Sprite* or a *TextureRect*, yet there's a big difference in the editor as the first has animation controls while the second has anchors and margins available. Want to use those features on the other node? Tough luck! You shouldn't be mixing them in the first place.