Comments (3)
It seems to me that it always increases when the value of the tick is at least greater than half the step, if we get the step to 0.005 it will increase for any value greater than 0.0025, for example 0.00251, but not for 0.00250. If we set the value of the step to 0.1, it will not increase for 0.05 for another example(but it gets stuck at 2% for some reason). A lot of the godot issues are rules that are there but are simply not written anywhere.
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You're right, it does seem to accept values greater than half the step.
I still doubt this is intended behavior, it just sounds very arbitrary.
It should either respect the step as a hard limit or it should not.
I'm trying to find where it's happening but I don't have the repo locally and CPP isnt my first language.
It should be happening somewhere in Range as that's where ProgressBar inherits and there's a lot of clamping and rounding happening.
There's a reference to some Ratio that isn't in the editor even tho it seems like it should. Calls some set_as_ratio
https://github.com/godotengine/godot/blob/2b11d0ca966e93c621dccc57951ccbe2a0133251/scene/gui/range.cpp
I'll dig more tomorrow if I get time but I have a hunch it's a rounding thing as 0.006
is definitely closer to 0.01
than it is to 0.00
whereas it maybe it floors 0.05
down to 0
somehow..
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