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authorHugo Locurcio <hugo.locurcio@hugo.pro>2020-09-15 15:56:36 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2020-09-15 15:56:36 +0200
commitdc1e79589ab8929ebae38b7a75b333d5a513d6c5 (patch)
treede349cfb206df103b1dc3b22c9ce0ab64f49d5c6 /CHANGELOG.md
parent4450764479c52722f3fc9ea733cc2d5866716b91 (diff)
Mention compatibility-breaking Camera2D offset change in the changelog
See https://github.com/godotengine/godot/issues/42088.
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@@ -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()`.