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WorldEnvironment makes adjustments to editor dropdowns and dialogs if background mode is set to Canvas #69122
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Related to #52467. |
I can reproduce issue in Godot4 beta6 on Mac |
This issue is deceptively tricky and may require quite a bit of work to fix. Primarily it comes from how we handle editor drawing.
Unfortunately, the I'm not sure what an ideal fix would look like. We can't simply have the child inherit the settings of its parent as it is registered with the parent each time it is made visible. So if the child has settings of its own, they would be lost once it was made visible. edit: One option that works, but is a total pain is to manually disable the environment for each editor popup clayjohn@a2ba315 I tested it out here. This commit fixes the issue for all of the top-level popups. But it would need to be done for every editor class to close this issue. We need to find a better way |
Had same issue, came to see if it was already reported, guess this answers my question. :) |
Still can reproduce with Godot 4.0.beta15 on Macbook Air M1 running macOS |
Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.
Godot version
4.0-beta6
System information
Windows 10, mobile renderer
Issue description
When messing with the world environment node in 2D, I was adding some bloom effect to my game, and the editor itself now has bloom
Steps to reproduce
Create a 2D scene
Add a world environment node
Set the Background mode to "Canvas"
Enable "Glow"
Increase both the "Strength" and "Blend" values
For best results, set "Blend mode" to "Replace"
Open up any sub menu (I discovered this by clicking to change the Blend Mode again, but the project settings is also effected by the post processing)
Minimal reproduction project
2DPostProcessingErrorProject.zip
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