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For the past two weeks, I've been attempting to get smooth camera movement working in a pixel perfect Godot 4 game. You may have seen my previous post about this issue from a few days ago. After countless hours of research and asking various Godot developers and veterans, I've come to the conclusion that Godot 4.0 introduces an overwhelming amount of regressions and undocumented changes that makes this seemingly unachievable at the moment. I'm not going into details here, but the list of roadblocks and factors that contribute to this issue is pretty massive as I outlined in this feature suggestion.
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in 3: enable physics interpolation in editor settings in 4: download lawnjelly smoothing addon for 4.x
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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
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Work-around: Here's a PR I made that exposes a setting to turn off the collision outlines. I've been making custom builds with this feature since I found it, but I check back every few months to see if any progress was made. While collision outlines are miles better than where they were when I originally made the issue, unfortunately the core problem still exists.
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STANNcam
An easy to use camera object for Gamemaker studio, with options to change game and GUI resolution independently, and upscale pixelart
I dunno, pixel perfect tends to be a pretty strict criteria and most major 2D capable engines I have played with have the functionality. For example, Unity has a 2D Pixel Perfect package, and Gamemaker has several community pixel perfect camera assets. Whether those examples pull that off in an effective or user friendly way is a different story, but the functionality is certainly there and it’s definitely a notable use case.
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