-
-
Notifications
You must be signed in to change notification settings - Fork 21.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
ParticleProcessMaterial ignores the value set for particle_flag_damping_as_friction
#84009
Comments
CC @QbieShay |
Regression from https://github.com/godotengine/godot/pull/83831/files |
I don't think #84028 closes this issue. |
I also opened #84029 Could you verify if it changes by reloading the scene? |
Then the two PR i created yesterday should address this issue 👍 |
particle_flag_damping_as_friction
Godot version
v4.2.beta3.official [e8d57af]
System information
Godot v4.2.beta3 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 960 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i5-4690 CPU @ 3.50GHz (4 Threads)
Issue description
ParticleProcessMaterial will always generate a shader that uses the realistic friction formula for damping, wheter 'particle_flag_damping_as_friction' has been enabled or not.
It's pretty safe to assume that the bug got introduced with #79527.
Additionally, the check for that very flag seems to be inverted:
godot/scene/resources/particle_process_material.cpp
Line 961 in 09946f7
Steps to reproduce
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered: