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ParticleProcessMaterial will always generate a shader that uses the realistic friction formula for damping, wheter 'particle_flag_damping_as_friction' has been enabled or not.
It's pretty safe to assume that the bug got introduced with #79527.
Additionally, the check for that very flag seems to be inverted:
if (!particle_flags[PARTICLE_FLAG_DAMPING_AS_FRICTION]) {
Steps to reproduce
Create a GPUParticles3D node.
Assign a new ParticleProcessMaterial to 'process_material'.
Convert the ParticleProcessMaterial to a ShaderMaterial
Open the shader and go to line 300 to see the "realistic friction" code, which shouldn't have been generated, as 'particle_flag_damping_as_friction' is disabled by default.
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered:
I don't think #84028 closes this issue.
Sorry, I probably wasn't very clear in my report, but the else-branch never gets taken, resulting in the same shader being generated, no matter the value set for 'particle_flag_damping_as_friction'.
I think I should have opened 2 separate issues.
akien-mga
changed the title
ParticleProcessMaterial ignores the value set for 'particle_flag_damping_as_friction'
ParticleProcessMaterial ignores the value set for particle_flag_damping_as_frictionOct 27, 2023
Godot version
v4.2.beta3.official [e8d57af]
System information
Godot v4.2.beta3 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 960 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i5-4690 CPU @ 3.50GHz (4 Threads)
Issue description
ParticleProcessMaterial will always generate a shader that uses the realistic friction formula for damping, wheter 'particle_flag_damping_as_friction' has been enabled or not.
It's pretty safe to assume that the bug got introduced with #79527.
Additionally, the check for that very flag seems to be inverted:
godot/scene/resources/particle_process_material.cpp
Line 961 in 09946f7
Steps to reproduce
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered: