Comments (6)
Thanks! I'll have a look at it soon. Yeah the gradient was just because I thought it looked nice. It's not really that important for anyone but me I guess :).
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Is there any progress on that?
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No progress. I have very little time for FOSS dev at the moment with my new job. I will try and get Waterways fixed up for 4.x when I have time soon, now that we have some terrain addons for Godot 4, but yeah the fur isn't super high priority for me at the moment. I'd sort of rather make a new more modern solution. But yeah sorry no progress on it at the moment, don't know when or if I will upgrade.
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Hi,
I have ported the plugin to Godot 4.1 for one of my projects. I can share it if you want? If so, what is the best way, a fork or would you prefer to have it on a new branch?
I removed the unit tests as the library you used is not available for Godot 4. I also removed the editor plugin and just used 2 uniforms for base and tip colour as this simplified the code quite a bit. I had to work around several changes in Godot 4, but it seems to work, although I have not tested it in anger yet.
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You are very welcome to do a fork and a pull request and I can look it over when I can. I use similar code for the gradient thing in Waterways and I have ported that over somewhere. So I should be able to grab that.
from shellfurgodot.
OK, I'll make a fork over the next few days.
I did originally port the editor plugin gradient as well, but couldn't understand why it was needed over just having 2 colour uniforms (apart from making the UI a bit nicer). If you'd prefer I can keep it in there?
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Related Issues (8)
- Reparenting object with shell fur applied causes brief "flash" of partially unshaded object HOT 3
- The project file doesn't respect case sensitive platforms.
- Old intel cards don't do LOD correctly, and certain types of fur are corrupt (hard black blotches) HOT 3
- New version HOT 8
- Non constant fur length HOT 11
- "LOD 1" seems doesn't work at all, eats all the performance at any value. HOT 4
- Gradient HOT 2
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