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heightmap painting only works partially if there is a compositor effect #595
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Unnecessary. CI builds every push. Read the nightly builds documentation. |
thank you I can confirm it's the same with the new decal, i used https://github.com/TokisanGames/Terrain3D/actions/runs/12713241079 to test, and the issue persists. |
I belive the fix to this would be to set an empty compositor on _mouse_cam. hower adding the below lines to _setup_mouse_picking() fails as the compositor class has yet to be added to godot cpp? Ref<Compositor> comp;
comp.instantiate();
_mouse_cam->set_compositor(comp); |
setting an empty compositor on _mouse_cam does indeed fix this: Godot_v4.3-stable_win64_kIAt4KbtLK.mp4Still needs fixing cpp side, else get_intersection() in release mode won't work. |
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Terrain3D version
v0.9.3a
System information
Godot v4.3.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Laptop GPU (NVIDIA; 32.0.15.6636) - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads)
Is the issue reproducable in the demo?
Yes
Issue description
When there is a compositor effect assigned to the environment node, painting doesn't work correctly anymore. The circular shape gets stuck and is unresponsive.
I used PPMagic(https://github.com/peterprickarz/PPMagic) for testing, as well as my own compositor effect.
I have a mrp, but it seems i cannot upload it here.
Logs
No response
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