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Properly set sky_cover property of sky_material to Nil in setter #75469
Properly set sky_cover property of sky_material to Nil in setter #75469
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My understanding of the engine is limited. If it is meant to be the case that RID() behaves as a nil value then I can make that change too |
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Noticed the formatting caused one of the tests to fail so I fixed it |
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Looks good! This pattern is used in a few other places in the codebase, so we will need to keep our eyes open to other areas where this might cause an issue
After looking into this a bit more, the same change is needed for PanoramaSkyMaterial and for PhysicalSkyMaterial. It would be nice to make those changes in this PR so they are all grouped together |
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See clayjohn's comment.
Alright, I have updated the other sky materials, sorry it took a while for me to get back to this. |
Looks great! The final step before merging is to squash all the commits together so that the whole PR only contains 1 big commit with all your changes. We like to merge one commit at a time to keep the git history clean and navigable. If you don't know how to do that, we have a helpful tutorial in the official documentation https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html#the-interactive-rebase |
… is reset in the editor.
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Alright, The commit has been squashed |
Thanks! And congrats for your first merged Godot contribution 🎉 |
Cherry-picked for 4.0.4. |
issue 74259 seems to be caused by being the value being set to "RID()" in the setter for the sky_cover property. I was able to fix this by setting the sky cover property back to Variant::Nil when it is reset in the editor.
I have tested this locally by running the engine before the fix, seeing the bug is present, then running it after the fix and seeing it works as expected.
Bugsquad edit: