Skip to content

Commit

Permalink
Fixed shader check not running (was a problem leftover from Godot 4 u…
Browse files Browse the repository at this point in the history
…pdate) (#5303)

* Fixed shader checks not running anymore

* Add info on good practices to run CI checks in CONTRIBUTING.md

* Fixed a long line in a shader
  • Loading branch information
hhyyrylainen authored Jul 30, 2024
1 parent 3f2adbc commit b3808f0
Show file tree
Hide file tree
Showing 4 changed files with 17 additions and 6 deletions.
14 changes: 12 additions & 2 deletions CONTRIBUTING.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ create an issue about it.

## Github Issues

Issues on our Github are not meant for general feedback. We only
Issues on our GitHub are not meant for general feedback. We only
accept bug reports about something not working. Team members after
consulting other team members are allowed to create issues about new
or improved features. If someone else creates such an issue, that
Expand Down Expand Up @@ -113,11 +113,21 @@ sporadically fail without you being at fault. If you are unsure if
that's the case (even after using the code checks locally), you can
ask someone from the team to look at the situation.

To view CI build logs and other information, press the "details" button on Github in the
To view CI build logs and other information, press the "details" button on GitHub in the
checks section.

<img src="https://randomthrivefiles.b-cdn.net/setup_instructions/images/viewing_ci_results.png" alt="rider godot plugin">

When the CI checks fail please try to correct as many issues at once
before pushing new commits as each new push triggers check jobs, which
will take a while if there are many of them (as we don't have infinite
number of CI runners). If there is a need to iterate a lot on fixing
the problems it is also preferable to run the checks locally before
pushing changes to make sure the checks are going to
pass. Instructions for running the checks locally are in the setup
instructions document
[here](doc/setup_instructions.md#running-the-format-checks).

When updating Godot import settings (meaning changing the settings for
an existing asset, if you just added a new one, you don't need to do
this), or adding new C# dependencies, you should update the cache
Expand Down
2 changes: 1 addition & 1 deletion RevolutionaryGamesCommon
3 changes: 2 additions & 1 deletion shaders/CompoundCloudPlane.gdshader
Original file line number Diff line number Diff line change
Expand Up @@ -59,7 +59,8 @@ void fragment() {
colour3 * cloud3 +
colour4 * cloud4;

float adjustedAlpha = min(cloud1 + cloud2 + cloud3 + cloud4, 1.0) * clamp(min(cloud1 + cloud2 + cloud3 + cloud4, 1.0) * 0.3, 0.3, 0.7);
float adjustedAlpha = min(cloud1 + cloud2 + cloud3 + cloud4, 1.0) *
clamp(min(cloud1 + cloud2 + cloud3 + cloud4, 1.0) * 0.3, 0.3, 0.7);

ALPHA = adjustedAlpha;
ALBEDO = colour.rgb;
Expand Down
4 changes: 2 additions & 2 deletions shaders/MucocystEffect.gdshader
Original file line number Diff line number Diff line change
Expand Up @@ -22,8 +22,8 @@ void vertex(){

void fragment() {
float outer_edge = UV.y - 0.45f;
float inner_edge = (0.5f - UV.y) - 0.1f;
float inner_edge = (0.5f - UV.y) - 0.1f;
float mask = max(0.f, outer_edge * 10.f);
float mask2 = max(0.f, inner_edge * (1.f + fade));

Expand Down

0 comments on commit b3808f0

Please sign in to comment.