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Creating Shader with Fog built-in causes crash for GPUParticles2D #102277
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Confirmed crash, callstack:
|
This also happens in |
I'm thinking we should change the shader creation dialog to only allow choosing compatible shader modes. In fact, we could hide the Mode dropdown entirely when only one choice is available (and write the shader mode in the dialog title instead). This probably involves making the shader creation dialog read the property hint to figure out which shader modes are allowed based on the allowed resource types. For instance, if |
Would be good to fix the crash for cherry-picking and then enforce the limitation as a follow-up |
Then how shader with proper type could be created when it's create directly from a filesystem? |
In this case, you don't assign the shader directly to a property, so we can't infer it. We can't fully prevent users from assigning the wrong shader type to a property expecting a shader type, but we can make it harder when creating shaders from the inspector at least 🙂 |
Is there any possibility to warn users (not prevent) about incompatible types through better dynamic text in the inspector dialog description? The green sentences versus red sentences felt very clear to me as an indication that something wasn't quite right. |
Tested versions
v4.4.beta.custom_build [ee4acfb]
System information
Godot v4.4.beta (ee4acfb) - Windows 11 (build 26100) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 (NVIDIA; 32.0.15.6636) - Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz (8 threads)
Issue description
Steps to reproduce
Fog
, checkOn
for Built-in Shader.Particles
is chosen instead ofFog
.Screenshot
Minimal reproduction project (MRP)
sandstorm.zip
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