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Fix point light radius #9493

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merged 1 commit into from Aug 20, 2023
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Feilkin
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@Feilkin Feilkin commented Aug 19, 2023

Objective

Fixes #9488

Solution

Set point light radius to always be 0.0. Reading this value from glTF would require using application specific extras property.


Changelog

Fixed

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@nicopap nicopap added C-Bug An unexpected or incorrect behavior A-Assets Load files from disk to use for things like images, models, and sounds labels Aug 19, 2023
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Example alien_cake_addict failed to run, please try running it locally and check the result.

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I feel like this should probably have a migration guide section since it will change the way scenes look. Unfortunately since KHR_lights_punctual doesn't have radius I don't really know what the migration should look like.

@mockersf mockersf added the S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it label Aug 19, 2023
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Approved, but needs a migration guide letting people know about the change.

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Feilkin commented Aug 19, 2023

Not sure what the migration guide would be, as there is now no way to achieve the previous behaviour, and the previous behaviour was also nonsensical as it would mean the point light has instant falloff from the given intensity to 0 at the radius, ie. the light source only radiates inside itself while emitting no light.

Edit: from the PR template: "Fixing behavior that was definitely a bug, rather than a questionable design choice is not a breaking change."

@mockersf mockersf added this pull request to the merge queue Aug 20, 2023
Merged via the queue into bevyengine:main with commit a024a1f Aug 20, 2023
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A-Assets Load files from disk to use for things like images, models, and sounds C-Bug An unexpected or incorrect behavior S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Successfully merging this pull request may close these issues.

Point Lights use Range for Radius when importing from GLTF
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