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Describe the bug
When using VoxelBlockyTypes with a block that has 0 Attributes a node configuration warning is generated specifying that the type has 1 unspecified variants. Without a Attribute it is also impossible to set any variants making the warning impossible to get rid of.
To Reproduce
Steps to reproduce the behavior:
Create a VoxelTerrain Node in a scene.
Set the VoxelTerrain's mesher to VoxelMesherBlocky with a VoxelBlockyTypeLibrary.
Create a new VoxelBlockyType in that VoxelBlockyTypeLibrary .
See error as warning on the VoxelTerrain Node.
Error still exists with a base model set.
Expected behavior
No warning to be produced when a
Screenshots
If applicable, add screenshots to help explain your problem.
Environment
OS: Windows
Graphics card NVIDIA GeForce RTX 4060 Laptop GPU
Godot version v4.2.2.stable.custom_build
Module version 1.2.0
Renderer used Forward+
The text was updated successfully, but these errors were encountered:
That probably happens because the type does have a variant, the default one. But the logic might have trouble accounting for that.
Keep in mind blocky types are an unfinished feature in experimental state (which ended up in the main branch only due to difficulty to cherry pick changes from elsewhere that were not experimental). This issue is actually known (and likely others), just not worked on at the moment.
Describe the bug
When using VoxelBlockyTypes with a block that has 0 Attributes a node configuration warning is generated specifying that the type has 1 unspecified variants. Without a Attribute it is also impossible to set any variants making the warning impossible to get rid of.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
No warning to be produced when a
Screenshots
If applicable, add screenshots to help explain your problem.
Environment
The text was updated successfully, but these errors were encountered: