Rafael Correa
Rafael Correa
Again me here again :) Just to update the issue I intend to work on this within the fork (https://github.com/expressobits/godot-console) general work my I was gone because I was studying...
It was in godot 4.0-beta9 commit 02336831735fd6affbe0a6fa252ec98d3e78120c
This Issue can be closed because the godot4 branch is functional
I tested a simple merge with adjusting values in the conflict I had, everything came out fine here.  my branch: https://github.com/expressobits/godot/tree/distance-fog However, these values were added to main ```...
> @scriptsengineer Are you available to perform the changes requested above? Yes, I intend to take it easy this week.
> 1. Rebase on top of master and resolve conflicts I resolved the conflict with master again, updated with the latest version of master https://github.com/expressobits/godot/tree/distance-fog Still trying to study ways...
Update: โ Cleaned unnecessary pads ๐งI put an fog mode option with an enum, the only thing left to do is connect it with shaders.
@clayjohn Is there a justification for a user not to use both fogs together? It seems to me that the fog by distance is classified as the fog by height...
### Finished ๐ โ Merged successfully โ Removed unnecessary pads โ Added enum option in the environment inspector  โ Added conditional in shader to execute correct...
It seems like the same problem here #103 , I solved it by fixing the scripts in 1.0.0. Now if you still have problems, could it be the Godot version...