Phantom Camera Host script environment/attributes duplicate() seems rerolling resource IDs in .tscn muddying git commits. #368
Labels
3D
Issues concerning 3D scenes
Blocked
enhancement
New feature or request
phantom camera
Related to PhantomCamera nodes
Issue description
I'm using Godot 4.3 dotnet release on windows 11. Everytime I load or save a scene (including caused by just by reopening the project in godot editor) backed by .tscn with my phantom camera setup the random slug ending of the name of the resource id of duplicated camera attributes and environment property nodes get rerolled causing that as a detected change by git. Most likely a result of how lines 598 to 602 of the phantom_camera_host.gd script plays out.
` if _active_pcam_3d.attributes != null:
camera_3d.attributes = _active_pcam_3d.attributes.duplicate()
`
I have 3 phantom cameras wide, main, and close with different priorities and leave the 2 i'm not currently using set to hidden. the scene has just one normal camera3d with the phantomcamerahost node with attached script as a child node.
Hopefully either some workaround that I've yet to find or an actual change in the addon can prevent this issue while preserving need functionality of different camera shots needing different physical camera attribute resources and pbr lighting needing environments...
I have minimal bug demo project options included while we sort this out. Hopefully the solution will be relatively easy to work through! 😻 👍
Steps to reproduce
(Optional) Minimal reproduction project
Reproduction minimal demo project with commits:
Linked until I private when I know resolved
Attached zip of git repo of min bug demo project at same commit at that time.
PhantomCam_TScene_Save_HCam_AttrEnv_Glitch_Example-main.zip
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