Godot version:
3.2.2 beta 1
OS/device including version:
MXLinux19 64 bits
Ironlake Mobile
Issue description:
Path2D Only seems to render correctly when it's alone, other nodes make it look like this

it stays on that part of the screen, even if the editor is resized it stays there.
Steps to reproduce:
Use a Path2D along some sprites.
Edit: the other node must have a z index greater than z index of the path.
Is it possible to have a minimum reproduction project?
@lawnjelly I missed a detail, I didn't notice it only happens if the other node has a z index greater than the z index of the path, I tried that on a sprite and a collision shape in a scene with only the path and another node and I was able to reproduce it.
@MightyPrinny Please upload an MRP still. I am unable to reproduce the issue by following your instructions.
PathBug.zip
Maybe it doesn't happen on all gpus
It is now showing for me with your project in the IDE, if I set flash_batching to true. There is definitely something going wrong, I'm hoping it will not be too hard to fix once it's properly tracked down. :+1:
It is probably the same bug as #38013 (but am not sure yet).
Nearly pinned this down. If you set max_join_items to 0 in the rendering/gles2 section of project settings it fixed it for me, see if you can confirm. (This will prevent some of the benefits, but if it works it will prevent this bug if you are getting it till the next version)
It may be that the logic that decides whether to join items may not be checking something that needs to be checked in order to prevent a join, I'll see if I can find cure it.
Edit - Fixed. I'll make a PR soon. :+1:
Fixed by #38019.
Most helpful comment
Nearly pinned this down. If you set max_join_items to 0 in the
rendering/gles2section of project settings it fixed it for me, see if you can confirm. (This will prevent some of the benefits, but if it works it will prevent this bug if you are getting it till the next version)It may be that the logic that decides whether to join items may not be checking something that needs to be checked in order to prevent a join, I'll see if I can find cure it.
Edit - Fixed. I'll make a PR soon. :+1: