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Consider visual layers for DirectionalLight #95379
Consider visual layers for DirectionalLight #95379
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Could you amend the commit message to be more explicit about what said patch does? E.g. like @AThousandShips used to edit the PR title. See https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#format-your-commit-messages-with-readability-in-mind |
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Done. Although, I seem to have accidentally included the last PR in my PR. I'm not entirely sure how to fix that. |
You need to drop it with |
Only my commit shows up in |
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Tested locally, it works as expected in all rendering methods.
When you finish the rebase, is the broken commit still there? It should probably have been replaced with the proper one, check the log with |
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The change to renderer_scene_cull looks great!
You will need to remove your accidental commit before this is ready to merge though
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Right-o. I think I removed it. It says "commits : 1" now. |
It looks great now. Thank you! |
Is this still slated for a maintenance release? |
Yes, this should be fine to merge for 4.3.1 |
Alright, noted. I’m not asking to be pushy, but why not in 4.3? I don’t yet know the thought process for what gets included for a main release vs what is moved to a maintenance release. Is it simply that it’s an unproven fix?
… Message ID: ***@***.***>
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We are just too late in the 4.3 process. In the Release Candidate phase we only merge urgent fixes and we have already done 3 RCs. We have to draw the line somewhere or else we will never release 4.3 |
Ah, that makes sense.
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If majikayo isn't already a contributor, is there a way to include them as a contributor? they did most of the work here, hunting down the issue and providing a fix. All I did was put it in the right spot. |
You can add them as a co-author, you need to find their GitHub handle from some commit and add:
The empty line is necessary and the details can be gotten from a commit of theirs with |
Add this to what? The commit message? |
Yes exactly |
Co-authored-by: majikayogames <152851004+majikayogames@users.noreply.github.com>
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Got it. Thanks. |
Alright, is it showtime? |
It's showtime 😎 |
Thanks! |
Cherry-picked for 4.3.1. |
Here, I have applied the patch provided by @majikayogames, in an updated line number to reflect the updated rendering engine. This should close #74545.
A concern was brought up about the directional lights not being considered for culling earlier in the function, but I don't believe there is any way to be confident you can cull a directional light without first rendering the shadowmap. If I am wrong, let me know.
I have been running a version of Godot that contains this patch, and I have seen no issues thus far.