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Camera3DResource using wrong layers for Cull Mask? #290

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tiloc opened this issue May 4, 2024 · 4 comments · Fixed by #293
Closed

Camera3DResource using wrong layers for Cull Mask? #290

tiloc opened this issue May 4, 2024 · 4 comments · Fixed by #293
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3D Issues concerning 3D scenes bug Something isn't working phantom camera Related to PhantomCamera nodes

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@tiloc
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tiloc commented May 4, 2024

Issue description

The inspector for Camera3DResource is showing the 32 layers for the collision cull mask. Shouldn't it display the 20 layers of the visualisation cull mask, as Camera3D does?

Steps to reproduce

Add a PhantomCamera3D with a Camera3DResource to the project. Inspect the Camera3DResource.

(Optional) Minimal reproduction project

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@ramokz
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ramokz commented May 4, 2024

Correct, it's using export_flags_3d_physics but it should be export_flags_3d_render, which has the correct number of layers.
Not a priority, as I doubt 20+ layers is a common scenario.

@ramokz ramokz added bug Something isn't working phantom camera Related to PhantomCamera nodes 3D Issues concerning 3D scenes labels May 4, 2024
@tiloc
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tiloc commented May 4, 2024

Correct, it's using export_flags_3d_physics but it should be export_flags_3d_render, which has the correct number of layers. Not a priority, as I doubt 20+ layers is a common scenario.

Of course I can work around it, but it makes life harder because it means the tooltips with the layer names are showing nonsense (I have culling masks named realworld, minimap, etc., but now it is showing player, enemies, etc.)

ZenithStar added a commit to ZenithStar/phantom-camera that referenced this issue May 5, 2024
@ZenithStar
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Yeah. I remember seeing this a while back, but I'm only using one mask so far, so it didn't particularly bother me
image

@ramokz
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ramokz commented May 6, 2024

Closing issue.
Will be part of the 0.7.1 release.

@ramokz ramokz closed this as completed May 6, 2024
ramokz added a commit that referenced this issue Jun 1, 2024
* Move all spring arm initializaiton code out of _process into _ready (#282)

* Move all spring arm initializaiton code out of _process into _ready. Resolves #193

* Making _follow_spring_arm explicitly top_level

* Default _follow_spring_arm.position initialization to the original pcam position if follow_target is not available

* Updated plugin.cfg to 0.7.1

* Change Camera3DResource.cull_mask to use export_flags_3d_render. Resolves #290 (#293)

* Only show viewfinder if the active PCam's mode is framed (#295)

* Only show viewfinder in the correct follow mode

* Adjust comments

* Reorder early returns

* Remove unneeded type cast

* Updated Editor Updater wording for major releases

* Improved Limit Target error setter

* Added FUNDING.yml

* 2D Follow Physics Interpolation (#294)

* Initial _process / _physics_process logic split

* More 2d physics interpolation supported
- [Added] Interpolation Update Mode to PCamHost
- [Added] Additional warnings

* Commented out 4.3 specific code

* Stripped out a few todo comments

* Removed uneeded checkers

* Added physics body checker for Group Follow

* Added reset_physics_interpolation
- [Updated] Physics Interpolation to use string setters

* Added physics target checker to PCam3D
- [Moved] Follow Targets setters/getters closer to other Follow setters/getters

* Aligned PCam2D' script with PCam3D's

* Added missing variable assignment

* Added missing return for Framed Follow checker

* Removed unneeded boolean flag

* Tidied up process logic

* Added Jitter Tip output

* Added physics checker to Look At Group

* Updated parameter type from NodePath to Node3D

* Updated spacing for setters/getter functions

* Set _player_visual to top level in 2D example scene

* Added additional jitter context

* Updated append_look_at_targets_array

* Added Godot 4.3 2D example scene variants

---------

Co-authored-by: ZenithStar <ZenithStar@users.noreply.github.com>
Co-authored-by: audeck <55060124+audeck@users.noreply.github.com>
ramokz added a commit that referenced this issue Jun 3, 2024
* Move all spring arm initializaiton code out of _process into _ready (#282)

* Move all spring arm initializaiton code out of _process into _ready. Resolves #193

* Making _follow_spring_arm explicitly top_level

* Default _follow_spring_arm.position initialization to the original pcam position if follow_target is not available

* Updated plugin.cfg to 0.7.1

* Change Camera3DResource.cull_mask to use export_flags_3d_render. Resolves #290 (#293)

* Only show viewfinder if the active PCam's mode is framed (#295)

* Only show viewfinder in the correct follow mode

* Adjust comments

* Reorder early returns

* Remove unneeded type cast

* Updated Editor Updater wording for major releases

* Improved Limit Target error setter

* Added FUNDING.yml

* 2D Follow Physics Interpolation (#294)

* Initial _process / _physics_process logic split

* More 2d physics interpolation supported
- [Added] Interpolation Update Mode to PCamHost
- [Added] Additional warnings

* Commented out 4.3 specific code

* Stripped out a few todo comments

* Removed uneeded checkers

* Added physics body checker for Group Follow

* Added reset_physics_interpolation
- [Updated] Physics Interpolation to use string setters

* Added physics target checker to PCam3D
- [Moved] Follow Targets setters/getters closer to other Follow setters/getters

* Aligned PCam2D' script with PCam3D's

* Added missing variable assignment

* Added missing return for Framed Follow checker

* Removed unneeded boolean flag

* Tidied up process logic

* Added Jitter Tip output

* Added physics checker to Look At Group

* Updated parameter type from NodePath to Node3D

* Updated spacing for setters/getter functions

* Set _player_visual to top level in 2D example scene

* Added additional jitter context

* Phantom Camera Manager (#306)

* Initial _process / _physics_process logic split

* More 2d physics interpolation supported
- [Added] Interpolation Update Mode to PCamHost
- [Added] Additional warnings

* Commented out 4.3 specific code

* Stripped out a few todo comments

* Removed uneeded checkers

* Added physics body checker for Group Follow

* Added reset_physics_interpolation
- [Updated] Physics Interpolation to use string setters

* Added physics target checker to PCam3D
- [Moved] Follow Targets setters/getters closer to other Follow setters/getters

* Aligned PCam2D' script with PCam3D's

* Added missing variable assignment

* Added missing return for Framed Follow checker

* Removed unneeded boolean flag

* Tidied up process logic

* Added Phantom Camera Manager singleton

* Minor fix for when not having a PCam in scene

* Removed print statement

* Fixed merge error

* Removed unneeded print statement

* Improved viewfinder detection (#307)

* Added PCamHost warning when not child of Camera

* Additional camera3d parameters (#308)

* Added additional PhantomCamera3DResource properties

* Shortened Camera3DResource local variable names

* Updated Editor Updater to be less intrusive (#309)

* Conditional checker for Cam3DRes changes

* Added support for disable_3d export templates (#311)

* Fixed viewfinder during play error

* Minor tweaks

* Minor post-main merge fix

* Updated plugin.cfg to 0.7.2

* Resolved issue with disabled tween on load for Third Person Follow (#319)

* Updated Third Person to update follow_position instead of global_position

* Removed commented out code in PCamHost

* Resolved issue with Follow Mode None getting stuck (#320)

* Added public properties and getters for PCamManager

* Updated git issue link

---------

Co-authored-by: ZenithStar <ZenithStar@users.noreply.github.com>
Co-authored-by: audeck <55060124+audeck@users.noreply.github.com>
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Labels
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3 participants