[Vector4] Fix loss of precision with division#113848
[Vector4] Fix loss of precision with division#113848Repiteo merged 1 commit intogodotengine:masterfrom
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Note for the future, please don't link or reference issues or PRs in the commit message, it creates a lot of unnecessary noise in the issue (it'll add a note in the issue every time this commit is pushed) |
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Sorry about that. |
AThousandShips
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LGTM, I don't expect the change from pre-division to pure division to create any real performance issues, but it does solve the precision issue which I think is more critical (this code was added when Vector4 was first added, so was not an intentional change for performance at a later time)
Just to clarify so that I don't get it wrong in the future, is it fine to put it in the PR's actual body/message (not the commit message), or should I avoid it there as well? |
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Note for release management: Because it changes the exact values of the result this could technically be considered a compatibility breakage, but I'm leaving the label off for now, feel free to add it if it is considered significant, also holding off adding cherry-picking to this for the same reason Code using |
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Please do put it in the PR description, see here |
Ivorforce
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Makes sense, I'm guessing the previous author just thought to be clever and save lines edited. If we need divisions, we should do divisions.
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Thanks! |
Resolves #113847