Felix Kütt
Felix Kütt
Hmm, in that case the visibility of the `X`, `Y` and `Z` fields should probably be controlled by the `Mode` drop-down. Might even be best to label the relevant fields...
Or [wavelet decompose](https://en.wikipedia.org/wiki/Wavelet_transform). (Highpass is essentially just a specific wavelet frequency) In specifically 2D image data processing example see: https://docs.gimp.org/2.10/en/plug-in-wavelet-decompose.html
Would be nice, but how much point is there in polishing a turd? I'd make the argument that if there's a lot of connections constantly running across each other then...
Considering that it isn't really a bug and since it seems to be creating confusion for others I'll just close this.
> There are a number of issues, but a big one is Godot 4.0 does not support 2D HDR viewports, which the plugin requires to edit heightmaps. Perhaps it's worth...
Based on the description it sounds like the break happens on godot side when converting material into shader. You might want to open an issue on their side too?
Haven't tried it yet but fork w/ porting effort towards Plasma 6: https://github.com/qspidy/panon
@zcbxxx1 You can try the build instructions just remember for the first line(repo cloning step) to type the forks repo URL and not just copy paste the instructed line _as-is_...
Probably a mistranslation but uncensored code is likely what you would want, as in, it's reviewable(I take censored to mean obfuscated in some manner). I presume unreviewed or unverified code...
Just commenting to add that mouse_entered and mouse_exited signals aren't triggering either. I think it's safe to assume that none of the scrollcontainer signals work. Tested with 3.1 btw. edit:...