I saw a comment in the docs that the camera limit behavior was changed, limits of 0 weren’t ignored now. I do use right / left limits and not top / bottom, but I’m having trouble figuring out if this is the case here. Nothing changes if I change the top/bottom limits
I feel like I’m so close to figuring out what’s wrong here. I guess I could set the camera anchor mode to top left, but I really want to understand why the layout changed between versions. Any help will be much appreciated!
It’s a very specific type of problem which is hard to repeat kindof. If 4.4 works for you stick with it. What I believe is that if you’re using tilemaps, they’ve changed it a bit. Now it’s tile layer(or something like that. I work in 3D games I have little knowledge about 2D😅).
On every new version just ask yourself are the new features actually be any use to you? I upgraded to 4.5 because I’m working in 3D and they introduced stencil support that I can leverage in my project.
If anyone has the same question - the problem was indeed the changed limits. Before the top limit was 0 and even though Godot used to say it was ignored - it seems that it really wasn’t. The camera’s anchor is positioned at the top in this photo from version 4.4, though it’s set to drag center: