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Addon Not Working. #388

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Xeyod opened this issue Aug 10, 2023 · 3 comments
Open

Addon Not Working. #388

Xeyod opened this issue Aug 10, 2023 · 3 comments

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@Xeyod
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Xeyod commented Aug 10, 2023

Describe the bug
When creating a new project the terrain dose appear, however the toolbar doesn't appear. And the output window fills with the message:
"res://addons/zylann.hterrain/tools/plugin.gd:454 - Invalid call. Nonexistent function 'set_camera_transform in base 'Nil'.

To Reproduce
Steps to reproduce the behavior:

  1. Enable the addon
  2. Assign the terrain Data folder
  3. See error (in output window)
    Linking a reproduction project may help.
    If you see any errors in the console, that may also help.

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Environment

  • OS: Windows 10
  • Graphics card: Nvidia GeForce GTX 1650
  • Godot version 4.0.2 Stable
  • Plugin version Godot 4 port #316 (I think that's how you do it. If not it's the godot4 version)
  • Renderer used: Forward +
@Zylann
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Zylann commented Aug 10, 2023

The plugin works in Godot 4.1. In fact, on the asset library, it cannot be found unless you are using 4.1 or later.
Did you try restarting the editor, or try the plugin with Godot 4.1?

If you really need Godot 4.0, the error you got seems to be the consequence of another error that occurred earlier, so you'd need to find out what the origin is.

The problem seems to originate from this:

  res://addons/zylann.hterrain/tools/preview_generator.gd:11 - Parse Error: The function signature doesn't match the parent. Parent signature is "_generate(Resource, Vector2i) -> Texture2D".
  res://addons/zylann.hterrain/tools/preview_generator.gd:20 - Parse Error: The function signature doesn't match the parent. Parent signature is "_generate_from_path(String, Vector2i) -> Texture2D".

Which is a compatibility breakage introduced by Godot as mentionned in #316 (comment) while the plugin was still in its porting branch, and cannot be worked around automatically.
That's why the plugin had to bump its support version to 4.1.

@Xeyod
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Xeyod commented Aug 10, 2023

I didn't know godot 4.1 was out already. I'll try it and get back with you.

@Xeyod
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Xeyod commented Aug 10, 2023

So I tried it with godot 4.1. And it works perfectly. Thank you.

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