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Godot v4.3.dev6 - macOS 14.1.2 - Vulkan (Mobile) - integrated Apple M1 Max - Apple M1 Max (10 Threads)
Issue description
Given a Node3D with a local rotation, updating its global position (or calling several other transform methods on it) will end up recomputing the euler angles from the basis instead of retaining the value set by the user.
The following code does not work as expected if the node already has a rotation on another axis:
Tested versions
Reproducible in 4.3 dev 6 and earlier
System information
Godot v4.3.dev6 - macOS 14.1.2 - Vulkan (Mobile) - integrated Apple M1 Max - Apple M1 Max (10 Threads)
Issue description
Given a Node3D with a local rotation, updating its global position (or calling several other transform methods on it) will end up recomputing the euler angles from the basis instead of retaining the value set by the user.
The following code does not work as expected if the node already has a rotation on another axis:
I have opened a PR to fix this issue: #92172
Steps to reproduce
Locally rotate any Node3D on more than 1 axis and also apply some other transform methods to it (such as updating its position).
Minimal reproduction project (MRP)
node3d-rotation.zip
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