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Anchors do not work properly if the node they are set on is rotated. The node's transform is updated as if the anchors were present on a node with no rotation, leading to the following (undesirable) behavior:
Screen.Recording.2024-11-25.210612.mp4
The expected behavior is for each of the objects to maintain their anchored positions as the parent is resized. For example, in the video above, the "bottom" node should remain anchored to the bottom edge of its parent, taking up ~10% of its height even as it is resized. The expected behavior is exhibited by the "top" node, which is not rotated.
Steps to reproduce
Rotate a control node 90 degrees and set its anchors so that it will have to be dynamically resized on one edge of the parent. Resize the parent node. (See above video).
Tested versions
-Reproducible in v4.3.stable.mono.official [77dcf97]
System information
Godot v4.3.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.4630) - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads)
Issue description
Anchors do not work properly if the node they are set on is rotated. The node's transform is updated as if the anchors were present on a node with no rotation, leading to the following (undesirable) behavior:
Screen.Recording.2024-11-25.210612.mp4
The expected behavior is for each of the objects to maintain their anchored positions as the parent is resized. For example, in the video above, the "bottom" node should remain anchored to the bottom edge of its parent, taking up ~10% of its height even as it is resized. The expected behavior is exhibited by the "top" node, which is not rotated.
Steps to reproduce
Rotate a control node 90 degrees and set its anchors so that it will have to be dynamically resized on one edge of the parent. Resize the parent node. (See above video).
Minimal reproduction project (MRP)
MRP:
rotated_control_anchors_mrp.zip
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