Godot version:
2.1.5 RC1
OS/device including version:
Windows 7 / Nvidia GeForce 730
Issue description:
The parallax layers have an offset from how they should look in the editor and how they appear when I run the proyect
It used to be working fine on version 2.1.4
Steps to reproduce:
Minimal reproduction project:
Can you check if this is related to the new parallax layer features @TheSofox ?
It honestly probably is related. I'll look into it.
I can confirm the regression with the provided project, comparing 2.1.4-stable with current 2.1 branch (0b180a07) on Linux x86_64.
@TheSofox Did you have any chance to look at it yet? Don't want to put pressure but it's the last regression I know of preventing the 2.1.5 release :P
I'm really sorry. I really should be fixing this up, but a lot of things have been taking up my time and attention. I can probably look to fixing this within 2 weeks. Depending on how things go I may get it fixed before then, but I don't want to give a deadline that I can't stick to.
Apologies again, I will fix this.
For now I've reverted the parallax changes made since 2.1.4-stable, as I really want to release 2.1.5-stable ASAP which is long overdue. (Revert commit: f19768575)
I'd gladly merge them back in the 2.1 branch for 2.1.6 once the cause for this regression has been found and fixed.
In the meantime, closing this issue as fixed by the revert - I'll reopen the ones the original commits were fixing.
Most helpful comment
For now I've reverted the parallax changes made since 2.1.4-stable, as I really want to release 2.1.5-stable ASAP which is long overdue. (Revert commit: f19768575)
I'd gladly merge them back in the 2.1 branch for 2.1.6 once the cause for this regression has been found and fixed.
In the meantime, closing this issue as fixed by the revert - I'll reopen the ones the original commits were fixing.