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Description
Tested versions
Reproducible in:
Not reproducible in:
- 4.6.dev2
- 9ee2640
Regression from:
System information
Godot v4.6.dev (c0c1c68) - Windows 11 (build 26200) - Multi-window, 1 monitor - Vulkan (Forward+) - integrated AMD Radeon 780M Graphics (Advanced Micro Devices, Inc.; 32.0.21025.10016) - AMD Ryzen 7 8840HS w/ Radeon 780M Graphics (16 threads) - 15.28 GiB memory
Issue description
The specifics are a bit unclear but the behavior is at least reproducible in Windows 11, haven't tested further cases but it seems to affect styleboxes under canvas layers in combination with 2D cameras and/or parallax layers, but it seems to depend on context a bit as in one project the camera has an effect but in the MRP it doesn't seem to.
In the MRP there are several combinations and at least some are affected in some cases, however the second to last case, with a Label, is broken in all the cases I've tested
The other cases are only affected when using a mingw build, on an MSVC build the first three elements are always drawn, but the last is never
In the case of the label it seems to be dependent on the uniqueness of the texture resource, but it's hard to pinpoint, I didn't test the last case in 9ee2640 but it does work correctly in dev2, only discovered it was a problem when making the MRP
Hopefully the MRP will help pinpoint the specifics, it seems to be related to batching in some way, it also seems to affect only the first panel in the hierarchy, the second case from the left has a nested panel which works as a workaround of sorts
Steps to reproduce
Try enabling and disabling different parts of the Main scene to see the effects, they differ slightly between the editor and the running project for some reason, you can also toggle them while the project is running with Q, W, and E
Having the other controls outside the canvas layer visible mostly fixes the problem, and hiding the parallax layer also solves it (save for the label case)
Minimal reproduction project (MRP)
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