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"Pick Color" script menu option has issues. #89354
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I have only a limited time to work on this, but I believe I can fix it. However, I'm not sure how to replicate the issue. Having a video recording of your actions would be really helpful. |
You should type |
Perhaps this issue is platform-specific. I tested it with both the dev4 (mono and standard) versions but couldn't reproduce it on my Windows 11 system. Untitled.video.-.Made.with.Clipchamp.1.mp4 |
You are getting colors with 14 digits of precision. And as you clicked on a |
Yes this is annoying.
I still can't reproduce this issue, maybe it's related to how to operate? |
You reproduced it in your own video. Color() is the same as Color.BLACK, so when you press Pick Color, the color picker's starting color should be a pure black. But this doesn't happen in your video and it's a bug. Only if the color is formatted with RGB, the color picker starts off with the correct color. |
I'm not sure I agree with you on this and I think this would warrant a proposal. When |
Or they really wanted black, otherwise they'd duplicate it. To me, showing the actual color always seems like the correct solution every time. |
Tested versions
Reproducible in 4.3.dev4
System information
Godot v4.3.dev4 - Pop!_OS 22.04 LTS - X11 - GLES3 (Compatibility) - Mesa Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i5-1235U (12 Threads)
Issue description
After you use Pick Color once, it starts considering the last color you picked instead of the one you right-clicked. It seems like only if the color syntax is Color(R, G, B[, A]) this updates.
The colors it produces are so crazy precise that they make the option essentially unusable if I don't copy the color from it.
Steps to reproduce
Type
var lmofa = Color()
, right-click "Color", and try out the things I described above.Minimal reproduction project (MRP)
N/A
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