Updating to Godot 4.3 ? #247
Replies: 6 comments 5 replies
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I tested COGITO in Godot 4.3 and this is the results: It seems animations should be updated because of these errors: Meshes under ViewmodelSpace node like wieldable's meshes doesn't show in the scene for example after equip a wieldable. Maybe related to this change: https://godotengine.org/article/introducing-reverse-z/ |
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I'm currently using the Jolt addon for handling physics, and as of now, Godot 4.3 doesn't seem to be compatible with it. While I'm unsure about the compatibility of other addons, migrating to 4.3 could potentially introduce unpredictable issues. I believe the most prudent choice at this time is to stick with 4.2. |
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Alright so, there are like 3 issues, 1 of them I already fixed and submitted my pull request. The other two have something to do the player script having errors, just decided to comment that code out and so far it's working but that's probably because I haven't run into issues yet. And the final issue, and this one I'm working on, is the wieldables don't display correctly and render behind a levels geometry (I'm using cyclops but observed this same effect on CSG geometry as well) Temporary fix is to turn on "no_depth_test" on the material of each wieldable, but obviously that's not the final solution and I'm still trying to figure out how everything works in Godot right now and why the game is rendering the level geometry first. I'm new to this but getting my pull request accepted was a lot of fun! If I can contribute in the future I will, thank you. |
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Had a look at running it in 4.3 to see how much needs doing. Only real issues I encountered was the Viewmodel space shader . Didn't encounter any player script error so unsure if that might have been changed/fixed already? Found that it looks like the shader code used may be based on this: https://www.youtube.com/watch?v=OmodsHOxGQU and the updated 4.3 reverse Z version posted in the comments seemed to work to show the model, but had some issues with clipping still. |
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Hey everyone, I fixed the animation errors and updated the viewport shader. Overall it seems to just... work? But haven't tested a lot yet.
@niefia I see what you mean, seems like it only occurs on certain meshes (like the swing in the laboratory). Will investigate a bit more. |
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Hey everyone, Since Cogito is now officially updated to run on Godot 4.3, I'm closing this thread. |
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Wanted to do a general poll how people feel about updating to Godot 4.3?
As the release is still very new, I haven't looked into it a lot yet, but there might be some things that could benefit COGITO directly (like the cyclical reference updates).
Other than that I'm in no rush.
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