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Viewport drag experience is worst #32163
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I believe that's a bug already fixed in master? |
Could you try with a nightly build if it's any better? Also in 3.1.2 you will be able to remove the viewport limits altogether. |
This would be great to disable the limits! Now I'm pretty busy, but I'll try to compile and try the nightly build. |
You don't need to compile, you can get one from here: https://hugo.pro/projects/godot-builds/ |
ok, It seam to work with daily version! But I haven't found where to disable the limit for the viewport. I think this is a must-have option for better usability. |
ok, it's all working as aspected. I can close this issue as it's already fixed. But I think the setting is a bit hard to find. |
I fixed this in #73223 but constraining might be being entirely removed. |
Godot 3.1.1
Linux Manjaro
I think that the viewport drag have to be free, I don't know what criteria it uses to lock the drag area but most of the time is limiting me. The image below is an example, when developing mobile portrait game i can't put the viewport in center of the screen because the drag is locked. Or with some big tilemap, I can't draw because the drag doesn't let me have a look at the next empty area 30348 (i haven't tested it yet).

Reproduce by creating a simple empty scene with viewport of 720x1280, zoom out to view all area and you cant drag to center.
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