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Fix LightOccluder2D SDF Collision Enable/Disable #90883
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I've updated the PR |
@reduz I saw that you implemented sdf for 2d shaders. Was the original idea that Edit: I just looked at the documentation for |
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Looks great! The final step before merging is to squash all the commits together so that the whole PR only contains 1 big commit with all your changes. We like to merge one commit at a time to keep the git history clean and navigable.
If you don't know how to do that, we have a helpful tutorial in the official documentation https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html#the-interactive-rebase
- sets LightOccluderInstance field when sdf collision is updated - adds check for light occluder sdf_collision field in 2d renderers
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Cool! I just squashed my commits. Thanks for linking the docs. |
Thanks! And congrats for your first merged Godot contribution 🎉 |
SDF collision enabled parameter wasn't being assigned to anything so disabling SDF collisions on LightOccluder2D had no effect.
With this change, unchecking SDF Collisions will actually disable collisions between gpu particles and light occluders.
closes #90882