Rafael Correa

Results 107 comments of 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. ![image](https://github.com/godotengine/godot/assets/1673249/9332cc7a-f0a1-4880-9254-b59eaea1f0fd) 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: โœ…Cleaned unnecessary pads ๐ŸšงI 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 ๐Ÿš€ โœ… Merged successfully โœ… Removed unnecessary pads โœ… Added enum option in the environment inspector ![godot windows editor x86_64_skoj8nb1o5](https://github.com/godotengine/godot/assets/1673249/3514f99b-e255-4318-8b87-c63bb616afca) โœ… 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...