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Godot v4.4.beta1.mono - Windows 10 (build 19045) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.6636) - 13th Gen Intel(R) Core(TM) i9-13900KF (32 threads)
When saving a branch as scene and reset scale option is enabled - the scaling is set to 0 instead of 1 which is bad.
right click -> save branch as scene
N/A
The text was updated successfully, but these errors were encountered:
This is a simple typo in the code from:
Error is in this line:
godot/editor/scene_tree_dock.cpp
Line 3389 in a7146ef
Should be:
copy_3d->set_scale(Vector3(1, 1, 1));
Sorry, something went wrong.
I think it should be set to one instead of zero.
Yes, my bad edited
Successfully merging a pull request may close this issue.
Tested versions
System information
Godot v4.4.beta1.mono - Windows 10 (build 19045) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.6636) - 13th Gen Intel(R) Core(TM) i9-13900KF (32 threads)
Issue description
When saving a branch as scene and reset scale option is enabled - the scaling is set to 0 instead of 1 which is bad.
Steps to reproduce
right click -> save branch as scene
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: