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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-09-15 15:56:36 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-09-15 15:56:36 +0200 |
commit | dc1e79589ab8929ebae38b7a75b333d5a513d6c5 (patch) | |
tree | de349cfb206df103b1dc3b22c9ce0ab64f49d5c6 | |
parent | 4450764479c52722f3fc9ea733cc2d5866716b91 (diff) |
Mention compatibility-breaking Camera2D offset change in the changelog
See https://github.com/godotengine/godot/issues/42088.
-rw-r--r-- | CHANGELOG.md | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md index 1f8f8bd676..88c9e1a8a0 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -384,6 +384,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/). - Ogg samples now have an icon in the editor, like WAV samples. - Camera2D drag margins are now disabled by default. - If porting a project from Godot 3.1 where drag margins were used, these must be enabled manually again. +- The Camera2D Offset property now ignores the Limit property. + - To get the old behavior back, move the camera itself instead of changing the offset. - `Camera.project_position()` now requires a second `depth` argument to determine the distance of the point from the camera. - To get the old behavior back, pass the Camera's `near` property value as the second argument. - `Skeleton.set_bone_global_pose()` was replaced by `Skeleton.set_bone_global_pose_override()`. |