HungryProton
HungryProton
That's a feature I didn't include in the add-on on purpose, as I wanted to avoid hand drawing anything. That's the reason it uses 3D paths as a main delimiter...
If this is mainly about overlaps, then I'd suggest using a single scatter node with multiple scatter items and a Poisson distribution (Poisson is slow I know...). This way you're...
:thinking: If I can access and run the physics engine from the editor, maybe I can create a new modifier that physically spawns rigid bodies the right size in the...
Hi, thanks for the PR! Yes, the plugin doesn't work even with the GDScript updates, looks like I forgot to push the v4 branch in a while. I'm rewriting the...
Still need a lot of cleaning, and some features and completely missing for now. I'll post an update once I have a basic version working.
I need to check, so far I've only done the orphan tracking using the built-in monitor, but maybe that wasn't enough. Just to confirm, are you using the 2.8.4 version...
That's good to know! Thanks for the lead, I'll investigate it
I can't reproduce the error on my end. Try to disable the plugin, rename the `scatter-2.8.4` folder into `scatter` only, then re-enable the addon. This is known to cause issues.
I haven't started to work on it yet. I want to start as soon as I can though but I don't know when I'll be available since I'm in the...
Thanks! In 3.x, you already get frustrum and distance culling for every nodes. Keep in mind though that even if a single instance of the Multimesh is visible on screen,...