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Array of CSGboxes disappears when hitting apply while the array is located in CSG shape. #7

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TheConceptBoy opened this issue Dec 14, 2022 · 7 comments
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bug Something isn't working

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@TheConceptBoy
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I have to drag the array outside of the parent csg shape before applying.

@miskatonicstudio
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Hi and thank you for reporting this! I just confirmed that the bug can be reproduced:

Screenshot from 2022-12-16 23-48-43
Screenshot from 2022-12-16 23-48-50

I'm not sure why would CSGCombiner behave differently than a normal Spatial node. I'll check this and let you know ;)

@miskatonicstudio miskatonicstudio added the bug Something isn't working label Dec 16, 2022
@miskatonicstudio
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It seems that the problem might be caused by the scene tree structure rather than by node types. Specifically, I discovered that ArrayModifier has to be a direct child of a root node. So,

Spatial => ArrayModifier => MeshInstance

works, but

Spatial => Spatial => ArrayModifier => MeshInstance

doesn't (in the exact way that you described). Perhaps it's a problem with the implementation of add_child_below_node, but maybe there is something wrong with my code. I'll keep you posted ;)

@miskatonicstudio
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I changed the code a bit to add the child nodes to the root instead of the direct parent, and the nodes appeared in the editor. So, this is most likely a bug with the implementation of add_child_below_node. I will ran some extra tests next week, and submit an issue to Godot's team ;)

@TheConceptBoy
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I changed the code a bit to add the child nodes to the root instead of the direct parent, and the nodes appeared in the editor. So, this is most likely a bug with the implementation of add_child_below_node. I will ran some extra tests next week, and submit an issue to Godot's team ;)

Ahh roger. Well that's good to hear at least. Will you be pushing the change to the godot Asset Library plugin or is github going to be the place to get the updated plugin for the time being?

@miskatonicstudio
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OK, I think that using self.owner instead of parent solves the problem :) I've pushed the changes already in 646fc9b (the next commit contains some changes applied automatically by a new version of Godot).

I've also submitted a new version to the Asset Library:
https://godotengine.org/asset-library/asset/edit/6757

While my plugin is waiting for approval, you can use the code from this repository directly (the change is not a big one). Please let me know if this solves your problem, I will keep this issue open until then ;)

@miskatonicstudio
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Hi @TheConceptBoy ! Did you get a chance to test the new version? Does it fix the problem? ;)

@miskatonicstudio
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I am closing this issue. If you still experience problems, please reopen or create a new one ;)

And thank you again for reporting this! It fills me with pride that my tool makes someone's life easier, and every time an issue is spotted, it's a chance to make my code better ;)

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