@Crocotile3D Yeah you still only use the 0 to 1 range in the vertex data itself but what you're displaying is the modulate 2x blend. It'd be up to the user to have those shaders implemented in their engine on export (unity, godot, etc.)
@Crocotile3D In modulate2x, a vertex rgb value of 0.5,0.5,0.5 is neutral (Visually equivalent to no vertex color applied). So you're right it's technically in the 0-2 range allowing for over brightening of the texture.
@Crocotile3D Just a toggle/setting for Modulate2x blending, I can't really think of a reason anyone would want to input a user defined value. Most people would either use multiplicative blending (N64, PC, etc.) or Modulate2X blending (PS1).
@youyoutootoo00 More stuff will be getting uploaded this year, stay tuned :) In terms of the old stuff I'll upload it somewhere and put a link up if I don't end up re-uploading in the future
@KenneyNL What are you talking about? You can't even flip a tile (without tile alternative bs) or rotate tiles... The ability to flip a tile like Godot 3 has been in discussion for over a year now and it still isn't implemented... https://t.co/oUl02tYzF7
@ComedyReflux @reduzio The difference is unity’s foundation is rock solid for physics, etc. it’s really just superficial things that can be a little bit shitty and you can code it yourself or asset store it. Godot has big issues and missing fundamental features all over the place, at least currently.
@reduzio I like Godot but this kind of sounds like a recipe for important but cumbersome fixes to never be worked on. I'd be really happy to contribute monthly to help fund a core team that actually works on the messed up areas of Godot rather than whatever they feel like doing..