Comments (12)
I hope I can get it done around the beta release. The bulk of the work is done (on the v4
branch), now it's mostly about bug fixing and UX improvement.
from scatter.
Yeah, porting the add-on is a lot longer than I thought, but that's also because I'm completely changing how the user defines the shapes where nodes are scattered and fixing some bad architecture decisions from the 3.x version. The modifier stack was reworked to be easier to use, too.
It would be hard to coordinate at this point, but it shouldn't take too long before the first working version.
from scatter.
Current status is:
- It works on Linux
- There's a physics bug on Windows I still need to fix, in the
Project on colliders
modifier (the rest should work). - The folder structure needs to change to make it compatible with the asset lib
There's still a lot of optimization to do as well. Godot 4 supports compute shaders, some modifiers could benefit from that for example, but that can wait for after the asset lib.
from scatter.
Yup, Godot 4 is getting more and more stable, I'm hoping to get a working version at the end of next month but no promises 😶 (I'm moving to another country at the moment which means, I'll probably only start working on this in a few weeks)
from scatter.
Closing as v4 has been up and running for a while now and is available from the asset library.
from scatter.
I do! But not immediately.
Last time I tried, Godot 4.0 (especially the GDScript part) crashed way to often on my machine (Ubuntu 20.04) and made development too annyoing.
That was more than a month ago though so maybe things got better in the meantime? I'll give it a try again but I don't set my hopes too high
from scatter.
Yee I see, well that's a good plugin that I would use, for the game I'm working on, if available for Godot 4. I hope to see it soon supported :)
from scatter.
@HungryProton I recently ported my game to Godot 4, and it was decently stable. Maybe worth a try again. (11 mon. later)
Dev build - v4.0.dev.20211117
from scatter.
I see there is a v4 branch, what's its status? Do you need help?
from scatter.
I guess godot will be in feature frozen beta soon, very much looking forward to using your plugin there 🙏
from scatter.
I am also making the jump to V4 and I cant wait for your awesome project to be available there! :D
from scatter.
I hope I can get it done around the beta release. The bulk of the work is done (on the
v4
branch), now it's mostly about bug fixing and UX improvement.
Looking forward to this!
from scatter.
Related Issues (20)
- Enhancement: Add faster poisson disk sampling
- Unable to see then nodes added by the plugin HOT 1
- How to disable orange box displaying scatter shape? HOT 2
- Question: Attatch to moving object? HOT 2
- Cache Issue HOT 4
- How to add NavigationObtacle3D from ScatterItem source scene HOT 1
- Duplicating ProtonScatter node results in a crash. HOT 6
- Game crashes if scatter gets removed while rebuilding HOT 4
- Attempt to call function 'get_icon' in base 'null instance' on a null instance HOT 1
- Proton Scatter dont appear on debug view + crash
- When running the game, some of the Scatter nodes aren't working
- Wrong initial scale on Y
- GODOT 4.3 DEV5 error when project open HOT 4
- Terrain3d and collider mask HOT 1
- Really long load times and lagging HOT 1
- Godot 4.2.1 - On reload of project, all ProtonScatter nodes change to disabled HOT 2
- Modifier to change exported variables value
- Collission CGS meshes HOT 1
- Getting error : Adding 'CollisionShape3D' as child to '' will make owner '' inconsistent. HOT 2
- Ignored parameter "mesh_instance/visibility_range_begin" on asset HOT 6
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from scatter.