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[Bug]: Duration in set_text doesn't seems to work #22

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Remi123 opened this issue Aug 22, 2023 · 2 comments
Closed

[Bug]: Duration in set_text doesn't seems to work #22

Remi123 opened this issue Aug 22, 2023 · 2 comments
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bug Something isn't working

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@Remi123
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Remi123 commented Aug 22, 2023

Godot version

4.1.1

DebugDraw3D version

1.1.3

On which operating systems the error occurs

Windows

Using which renderers the error occurs

Vulkan

Issue description

I'm using this addons for almost all my visual debugging. Good job.

The only issues I've found was that the duration in DebugDraw.set_text("A","B",0,Color(),2.5) doesn't leave the message displayed for 2.5. It show it but only very few frames.

Steps to reproduce

From a fresh install

in any classes's ready function

func _ready():
  while(true):
    DebugDraw.set_text("A","B",0,Color(),2.5) # it's supposed to show A : B for 2.5 seconds
    await get_tree().create_timer(5.0,true,true).timeout # Wait 5 seconds

Minimal reproduction project

N/A

@Remi123 Remi123 added the bug Something isn't working label Aug 22, 2023
@DmitriySalnikov
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Sorry for the long delay, I was doing other things and updating the OBSNotifier.

Regarding this problem, yes, I made a few logical mistakes. Now I will try to fix them.


godot windows editor dev x86_64_V0L7EwH47A

@DmitriySalnikov
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Fixed in 72d114b
https://github.com/DmitriySalnikov/godot_debug_draw_3d/actions/runs/6062785988

But there is one problem... I merged part of the update into the master branch ahead of time. Therefore, in the updated libraries, DebugDraw is divided into two separate classes: DebugDraw2D and DebugDraw3D.

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