Hendrik Brucker
Hendrik Brucker
Rebased and retested, but I can't reproduce your issue - maybe that was caused by something unrelated to this PR. The editor state is now also saved when closing a...
While `GraphEdit` is marked as experimental, `VisualShader` ist not. The problem is, setting the graph offset via `VisualShader` was never functional (the Editor basically ignored it), so they shouldn't be...
This is not GraphEdit specific. Setting the owners correctly can be a bit tricky in certain cases. The reason that those nodes are not being saved lies in `PackedScene::pack`: (snippet...
Alright, after further investigation I found no clear reason for the current approach, so I went ahead and implemented it in #97449. Still, by handling the serialization manually, you gain...
The issue that @Calinou found is tricky. So far I found out that the artifact only appears when the light direction and the surface are orthogonal to eachother. Rotating the...
Update: I could confirm that the original PR also had these issues. Furthermore, I found out the artifacts are gone when this part is commented out (trace_ray(...) in lm_compute.glsl): ```glsl...
Update: Just for reference: The reason why this fails now is that `trace_ray_any_hit` was used before, which calls `trace_ray` with `p_any_hit = true`, returning `RAY_ANY` before the discussed optimization check....
Originally this was supposed to be only a salvage of https://github.com/godotengine/godot/pull/90109, and I was planning to do the other one after that, but if we can agree on combining the...
@spookto Thanks a lot for testing, but just to save you time, sometimes I do a push to sync the progress between my devices (which can be in a broken...