godotengine / godotengine/godot
`Control`'s `clip_contents` ignores camera rotation
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
4.3.dev [17e7f85c06], 4.0.stable
### System information
Godot v4.3.dev - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.4601) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)
### Issue description
When rotating the camera, `Control`s will rotate, but the clipping rect for `clip_contents` ignores the rotation. It seems to grow the rect to respect the rotated size, but still adheres to the window's rotation.

### Steps to reproduce
1. Add a `Camera2D`
2. Add a `Control` with something visible in it.
3. Select `clip_contents` on the `Control`
4. Rotate the camera
### Minimal reproduction project (MRP)
N/A
Contributor guide
Research direction
Start with the listed Camera2D and Control reproduction steps, then trace the Control clip_contents behavior and its interaction with camera rotation. No source files or tests are named, and no minimal reproduction project is provided. Done means the clipping rect follows the camera rotation instead of expanding while retaining the unrotated window orientation.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, godot
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 38/100