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I recently upgraded from 4.2-dev6 to 4.2-beta1, and in doing so this mesh broke. It looks like some of my larger meshes broke as well but this is the simplest, clearest example.
I've recalculated the normals in blender (3.6.2) and tried exporting as .obj rather than .glb - same problem. Am I missing something or is this a bug?
Godot version
4.2-beta1
System information
MacOS 12.3
Issue description
I recently upgraded from 4.2-dev6 to 4.2-beta1, and in doing so this mesh broke. It looks like some of my larger meshes broke as well but this is the simplest, clearest example.
I've recalculated the normals in blender (3.6.2) and tried exporting as .obj rather than .glb - same problem. Am I missing something or is this a bug?
Video here.
Steps to reproduce
Here are my files. Place the .glb or .obj in a scene with an OmniLight3D and rotate the object.
Take a look at the blender file and see that the normals are correct.
Minimal reproduction project
Files:
[Edit] Removed
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