Work around parser regression in latest Godot 4 beta
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				| @ -15,13 +15,13 @@ enum PaintSlot { | |||||||
| 	PAINT_3, | 	PAINT_3, | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| var _albedo_maps: Array[Texture2D] = [null, null, null, null] | var _albedo_maps: Array[Texture2D] = [] | ||||||
| 
 | 
 | ||||||
| var _material := ShaderMaterial.new() | var _material := ShaderMaterial.new() | ||||||
| 
 | 
 | ||||||
| var _mesh := PlaneMesh.new() | var _mesh := PlaneMesh.new() | ||||||
| 
 | 
 | ||||||
| var _normal_maps: Array[Texture2D] = [null, null, null, null] | var _normal_maps: Array[Texture2D] = [] | ||||||
| 
 | 
 | ||||||
| ## | ## | ||||||
| ## Range of the height channel value, ranging from [code]0.0[/code] to [code]100.0[/code]. | ## Range of the height channel value, ranging from [code]0.0[/code] to [code]100.0[/code]. | ||||||
| @ -54,6 +54,11 @@ var size := Vector2i.ONE: | |||||||
| 		size = value | 		size = value | ||||||
| 
 | 
 | ||||||
| func _init() -> void: | func _init() -> void: | ||||||
|  | 	var paint_channels := PaintSlot.values().size() | ||||||
|  | 
 | ||||||
|  | 	_albedo_maps.resize(paint_channels) | ||||||
|  | 	_normal_maps.resize(paint_channels) | ||||||
|  | 
 | ||||||
| 	_material.shader = _SHADER | 	_material.shader = _SHADER | ||||||
| 
 | 
 | ||||||
| 	_mesh.surface_set_material(0, _material) | 	_mesh.surface_set_material(0, _material) | ||||||
|  | |||||||
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