Control/Light2D: Preventing setting 0 as scale as for Node2D
Triggers errors in `Transform2D::affine_invert()`. Fixes #26510. Fixes https://github.com/godotengine/godot/issues/24997#issuecomment-457951639.
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@ -189,6 +189,10 @@ float Light2D::get_energy() const {
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void Light2D::set_texture_scale(float p_scale) {
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_scale = p_scale;
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// Avoid having 0 scale values, can lead to errors in physics and rendering.
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if (_scale == 0) {
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_scale = CMP_EPSILON;
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}
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VS::get_singleton()->canvas_light_set_scale(canvas_light, _scale);
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item_rect_changed();
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}
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@ -173,6 +173,7 @@ void Node2D::set_scale(const Size2 &p_scale) {
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if (_xform_dirty)
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((Node2D *)this)->_update_xform_values();
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_scale = p_scale;
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// Avoid having 0 scale values, can lead to errors in physics and rendering.
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if (_scale.x == 0)
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_scale.x = CMP_EPSILON;
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if (_scale.y == 0)
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@ -2682,6 +2682,11 @@ Vector2 Control::get_pivot_offset() const {
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void Control::set_scale(const Vector2 &p_scale) {
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data.scale = p_scale;
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// Avoid having 0 scale values, can lead to errors in physics and rendering.
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if (data.scale.x == 0)
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data.scale.x = CMP_EPSILON;
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if (data.scale.y == 0)
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data.scale.y = CMP_EPSILON;
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update();
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_notify_transform();
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}
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