Dal

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@Zylann It seems to happen whenever I load a scene that contains a terrain. If I delete the terrain from the scene file by hand it works again. Also, it...

@Zylann I just built the latest master source from godot + hterrain with mono enabled, created a new heightmap with new heightmap data and new shader, added a camera and...

@Zylann Yay, that was the issue! ![image](https://user-images.githubusercontent.com/3797848/33404013-98450cc0-d55a-11e7-829e-a1940a6c9585.png) I guess all thats missing to stop it being usable now is the collision

@Zylann doesnt seem to be implemented yet https://github.com/godotengine/godot/blob/master/scene/3d/collision_shape.cpp#L39

@Zylann There doesn't seem to be a class for it in the collision shapes though - if there's another way to add it directly I don't know how to do...

@Zylann Well I have a terrain in the game now ![image](https://user-images.githubusercontent.com/3797848/33488517-ca6c87d8-d6a8-11e7-8ae9-55f56da4d997.png) Works fine as long as you don't try to walk on it :) I found the built in splat...

@Zylann If you use R for texture ID and G for weight, how can you blend 2 different materials? That way each pixel can only have 1 texture, you can't...

@kubajz22 I don't think its worth rewriting things for Godot 3.2 but it might be worth writing it for Godot 4

@JoshEngebretson I've had a go trying to get the web view working with C# So far I I've managed to figure out this much: I went into /Script/AtomicNET/AtomicNETProject.json and added...

There aren't any devs working on the Mac stuff at the moment so it might be a while until this is fixed. It did *used* to build fine for Mac...