@UiopXever@dallao_dev How do you calculate jump accessibility? Do you do some kind of "air check" where you check if node A (on the ground) can see node B (potentially jumpable node) from a point that is above node A?
@UiopXever@dallao_dev Thanks so much!! i lied, one last question, for neighbor connectivity, do you do raycasts again, or just assume based on distance to neighbor point in vec3 space?
@UiopXever@dallao_dev oh wow, nice!! One last question (if youll allow me), how do you select where the points are generated? I would assume it starts at each entity's location and does raycasts down, looping (over time) throughout each zone, marking the normal and relation to neighbors
@UiopXever@dallao_dev this is awesome!! By any chance can you mayhaps share your point generator implementation? It looks similar to a GDC talk but I don't want to assume
I added node graphs to Material Layers. Instead of scrolling through collapsible groups in the inspector, you use a much cleaner Layer Graph editor to layer materials. #MaterialLayers#GodotEngine
The node graph system for Material Layers is almost complete! With some QOL updates to the whole workflow. Planned to release with v1.0 stable. #MaterialLayers#GodotEngine