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I wanted to create a Tween that interpolates a method in value range of a long type (64 bit). When the tweened method gets called with values outside the "classical" 32 bit number range (-2147483647 till 2147483647) the method gets only a constant value of -2147483647.
Surprisingly the last call of the tween passes in the correct value then.
Steps to reproduce
Use the code snippet on any Node C# script (it was a control node in my case):
public partial class CurrencyView : Control
{
public override void _Ready()
{
this.SetValue(long.MaxValue);
}
public void SetValue(long value)
{
Tween tween = this.CreateTween();
tween.TweenMethod(new Callable(this, MethodName.OnValueTweener), 0L, value, 0.8d);
}
private void OnValueTweener(long value)
{
GD.Print(value);
}
}
Then just run any scene with a node in it that has this script attached.
You should see log with the wrong numbers:
please make sure that a bug is exclusive to C# before reporting for C#
True that. Just did not have any experience with GDScript yet but this would probably easily be adaptable. Will take care of that next time. 👍 Thanks for confirming.
Godot version
v4.2.dev3.mono.official [013e8e3]
System information
Windows 11, Godot 4.2-dev3
Issue description
I wanted to create a Tween that interpolates a method in value range of a long type (64 bit). When the tweened method gets called with values outside the "classical" 32 bit number range (-2147483647 till 2147483647) the method gets only a constant value of -2147483647.
Surprisingly the last call of the tween passes in the correct value then.
Steps to reproduce
Use the code snippet on any Node C# script (it was a control node in my case):
Then just run any scene with a node in it that has this script attached.
You should see log with the wrong numbers:
Minimal reproduction project
tween-bug-project.zip
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