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The TileSetset_occlusion_layer_light_mask method does not properly update the TileSet's light mask, causing shadows to still be cast by the TileSet even when the light mask is changed using the method to a mask different from a given light source (or even an empty light mask). In v4.1.3.stable.official [f06b6836a] this method was working properly.
Steps to reproduce
Download and open the MRPSetOcclusionLayerTileSet_4.2-stable project folder using one of the reproducible Godot versions noted above.
Run the project, and press the spacebar key. This will toggle the occlusion layer light mask value of the on-screen TileMap's TileSet occlusion light mask between 0 and 1. You will see that the TileMap still casts shadows regardless of the new value of its TileSets's occlusion layer light mask.
Tested versions
System information
Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.4617) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads)
Issue description
The
TileSet
set_occlusion_layer_light_mask
method does not properly update theTileSet
's light mask, causing shadows to still be cast by theTileSet
even when the light mask is changed using the method to a mask different from a given light source (or even an empty light mask). In v4.1.3.stable.official [f06b6836a] this method was working properly.Steps to reproduce
MRPSetOcclusionLayerTileSet_4.2-stable
project folder using one of the reproducible Godot versions noted above.TileMap
'sTileSet
occlusion light mask between 0 and 1. You will see that theTileMap
still casts shadows regardless of the new value of itsTileSets
's occlusion layer light mask.Minimal reproduction project (MRP)
MRPSetOcclusionLayerTileSetBug.zip
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