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Porting material testers project to Godot 4 #616
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@BastiaanOlij Soon we will begin porting the demos to the current Godot master branch in preparation for Godot 4 alpha (and therefore this PR wouldn't violate the first rule anymore 😉). Can you update this PR so that it works with the current master branch of Godot, and check if there is anything that needs doing before merging? The CI checks have failed. |
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I've brought it up to todays master, but it still fails when I unhide the meshes with a material that use SSR. |
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The improvements that are applicable to Godot 3.x (adding FPS display and a quit button) can be in a separate PR if you want, and then this would be rebased on top of that.
It's fine if the demo doesn't 100% work on master yet, we can improve it further later.
This PR fixes the Godot Balls that were hidden: godotengine/godot#50186 |
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@aaronfranke you're changes should be in, I did keep the static types for nodes. |
I've added two reflection probes around the mirror ball to test reflections. There are still issues to be solved here |
Note that godotengine/godot#50196 adds logic that allows a single reflection probe to do a decent job in this use case. |
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@BastiaanOlij Can you rebase this PR and ensure it works on the latest master branch of Godot? |
Owh dang, the import files have changed for the new godot 3 version, thats gonne be fun :) I'll have a look |
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Ok, that was a bit of a nightmarish rebase, it looks like everything works again but hopefully nothing went missing. |
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Thanks for working on this! I accidentally forgot this PR existed and ported the Material Testers demo myself. However, it's likely that there are things I missed that are included in this PR, so we'll still try to merge this.
path.s3tc="res://.godot/imported/experiment.hdr-6856dc9c7216ce389b450cda78cd0dd4.s3tc.ctex" | ||
path.etc2="res://.godot/imported/experiment.hdr-6856dc9c7216ce389b450cda78cd0dd4.etc2.ctex" | ||
uid="uid://bc5g4j4hpwts4" | ||
path="res://.godot/imported/experiment.hdr-6856dc9c7216ce389b450cda78cd0dd4.ctex" | ||
metadata={ | ||
"imported_formats": ["s3tc", "etc2"], |
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This doesn't look right. If there are two imported formats, why is there only one imported path? When I dragged these into the sky to use as a sky texture, it automatically set two imported paths.
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I don't know to be honest, I'm not sure what controls this
After #823, what parts of this are remaining or needed? |
#823 fully supersedes this PR, closing. Thanks for the contribution nonetheless! |
Converting this to Godot 4 because we need this for testing the new renderer.
Note, currently two godot balls with broken materials that cause issues, see #50186 for a fix.