Hugo Locurcio

Results 2849 comments of Hugo Locurcio

> The docs refer to a missing property. It looks like the default bias isn't adjustable in `3.x`. It's hardcoded to `0.3` in both 2D and 3D: https://github.com/godotengine/godot/blob/42fe8ab084fbf16d3dc250f26ff7744db928bd68/servers/physics_2d/body_pair_2d_sw.cpp#L338 https://github.com/godotengine/godot/blob/42fe8ab084fbf16d3dc250f26ff7744db928bd68/servers/physics/body_pair_sw.cpp#L263

I fixed shadow fade, it now works (tested with both OmniLight3D and SpotLight3D).

Rebased (with suggestion applied) and tested again, it works as expected on all light types.

If you can [compile the engine from source](https://docs.godotengine.org/en/stable/development/compiling/index.html), you could look into [bisecting the regression](https://docs.godotengine.org/en/stable/community/contributing/bisecting_regressions.html) to greatly speed up troubleshooting. 4.0.alpha12 (`good`)'s commit hash is: `2c11e6d9efc42370a8d7537eaff8b1ea78a283e5` 4.0.alpha13 (`bad`)'s commit hash...

Related to https://github.com/godotengine/godot/issues/62006. Did you upgrade your project from a previous 4.0 alpha?

In the meantime, I recommend always adding a space before inline `#` comments (or ideally two, like in Python's code style guidelines).

We have a `VARIANT_BITFIELD_CAST()` which we can use as a replacement for `VARIANT_ENUM_CAST()` in `master`. This is being done for a handful of enums right now, but we need to...

Out of curiosity, can you reproduce this in 3.4.x?

cc @KoBeWi @DarkiStar Can you reproduce this in any of the [3.5 betas and RCs](https://downloads.tuxfamily.org/godotengine/3.5/) to determine when the regression started?