I have a couple of questions about angles and the property rotation in Godot.

-Why is the property `rotation`

of a `node2D`

measured in radians while `rect_rotation`

on a `Control`

node is measured in degrees?.

I know you can transform from radians to degrees but it took me a while to check the documentation for `rect_rotation`

to realise I was using the wrong measurement. So I was wondering if there is a reason. Do degrees work better on Control nodes and that's why it's their default?.

-My second question is about angles and this may be more of a math problem more than an engine thing.

When I add degrees to the `rotation_degree`

property of a Node2D the rotation property goes over and under 360 and -360 is there a use for this?

Personally I don't understand why would you use negative degrees a part from the obvious clockwise rotation from subtracting degrees. But once you hit 0 you can make the rotation 360 and achieve the same result right?.

I'm achieving this by manually resetting the rotation, let me know if there's a better way of doing this:

```
if rotation_degrees >= 360 or rotation_degrees <= 0:
rotation_degrees = fposmod(rotation_degrees,360.0)
```

So why does the engine not do that automatically is there a reason to save the rotation of an object as 1000 degrees? or -1000 degrees?