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Maintain Aspect anchor #15252
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Maybe another dragging mode, in which it moves anchors instead of margins would help? Potentially it might be triggered by holding Ctrl/Shift/Alt. |
I don't really get the problem. Also, if you activate smart snapping, anchors can be snapped to the node side, which should solve your problem. |
It's in "View"/"Show helpers". |
When I implemented it @reduz told me it was better not to show them by default. But I'm personally not against the idea. This has to be discussed.
Adding a "Set to the node's boundaries" option in "Layout" / "Anchors only", would make sense. |
This is fixed now. |
I was looking for this earlier and couldn't find. What I mean is, if any Control-based node occupies 25% of the screen on 480p, it must also occupy 25% of the screen in 1080p. I know how do this manually, you have to set the anchors like this:
But if the UI changes, there's the need to recalculate those anchors. There should be a 'Maintain Aspect' anchor that calculates it automatically using the code above. Or if there is already something that does this, then it should be more visible.
I do know about viewport stretch on the project settings, but then it applies to everything
Godot 3.0 Beta 2
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