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Basis inconsistencies between GDScript and C++ #426
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Printing might be different, but behaviour should at least be the same. You could check that with some test cases to see if the functionality works. If it does, then we can fix the printing to be transposed. If it doesn't work, in doubt, we could re-port the whole class by copying Godot's over to make it up to date. |
I think printing uses the same convention as GDScript already, even though godot::Godot::print("{0}", Basis(Vector3(1, 2, 3), Vector3(4, 5, 6), Vector3(7, 8, 9))); The linked issue and PR should have fixed I assume the |
If that is true (and from the above print statements I would conclude the same), that is a pretty serious bug |
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PR #859 updated Basis to match the engine core, so if there is an inconsistency then it also exists in the engine. |
This issue is pretty old by now and things have changed in 4.0+, so closing. |
This could be related to how basis printing works, or with how they are stored, but it affects calculations (GDScript code ported directly to C++ behaves differently, so it should definitely made more consistent.
If I'm missing something here, I'd be happy if someone could clear it up.
Related: godotengine/godot#14553
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