-
-
Notifications
You must be signed in to change notification settings - Fork 21.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Prefix shader uniforms with "shader_parameter/". #64092
Conversation
57b1d4d
to
70b2c33
Compare
Did you test group uniforms with that fix? |
70b2c33
to
7fe1b11
Compare
7fe1b11
to
ba86d11
Compare
ba86d11
to
296d527
Compare
296d527
to
889e10b
Compare
Does this mean materials created within the last 3 weeks and counting, (since this isn't merged yet) will be broken again after this is merged? I have over 400 materials and have been porting my project during the last 3 weeks. The current materials have no |
889e10b
to
54c43e5
Compare
@tinmanjuggernaut Added compatibility code. Once this PR is merged, I'll make a follow-up draft PR to remove the legacy compatibility (I propose removing both |
This will likely need to be changed after #64952. |
54c43e5
to
e30ceb2
Compare
e30ceb2
to
de0e83c
Compare
I'd introduce a deprecated phase. Get all the renames in by beta. All old names still work, but are deprecated, and are documented as such. Then they'll be removed by 4.0, or 4.1. 4.0 isn't going to be any time soon, so might be fine as long as it's clearly communicated. The problem isn't the renames so much, it is the lack of documentation noting the changes in a centralized place, attached to each changing PR. Us game devs just get to "discover" the renames when our project doesn't work. Each is an unpleasant surprise. |
Yep, and a dedicated documentations page listing changes in ONE place. I've been using the mega-ass renames tracker on GitHub, but even that misses some... |
This is already planned: godotengine/godot-docs#4960 I suppose we can generate a reStructuredText table with all renames based on the 3to4 conversion code. Some notes will also need to be manually written at the top of the page, as some things can't be converted automatically. |
That conversion code is incomplete. Doesn't even touch shaders for instance, and there's countless more things lacking. |
This can now be rebased. |
de0e83c
to
8798cfc
Compare
8798cfc
to
82d2a97
Compare
This looks good to me. But I am unfamiliar with this system. Would be good to have approval from @Chaosus |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
nvm, it can be done later ^^ I think it's good for now
Thanks! |
This PR is a follow up to godotengine#64092, which fixed important issues but it was implemented in an overly complex and inefficient way (because it forced the default code path to always go through string operations). This cleans up all the shader parameter code. This fixes godotengine#54336. Also fixes godotengine#56219 because, as the new code never queries the RenderingServer on load, potential deadlocks are avoided. **NOTE**: materials saved between godotengine#62972 and godotengine#64092 will no longer work and will need to be resaved in an earlier version.
This PR is a follow up to godotengine#64092, which fixed important issues but it was implemented in an overly complex and inefficient way (because it forced the default code path to always go through string operations). This cleans up all the shader parameter code. This fixes godotengine#54336. Also fixes godotengine#56219 because, as the new code never queries the RenderingServer on load, potential deadlocks are avoided. **NOTE**: materials saved between godotengine#62972 and godotengine#64092 will no longer work and will need to be resaved in an earlier version.
This may have been a regression from #62972
Assuming this is not intentional, since shader uniforms like
shader
collide with existing properties, causing an invalid state.CC @Chaosus
Correctly fixed the properties on my project,
![image](https://user-images.githubusercontent.com/14253836/187189259-b13b98eb-5d19-4134-b488-f201838872f4.png)
although note shader params set between the merge of #62972 and this PR won't be auto corrected.These are now also corrected for.