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Projection::invert fails with Condition "0.0 == r3[3]" is true
#100850
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Oh my, someone that read the issue guidelines! Jokes aside, this seems to be a regression between the 4.4 dev 6 and 4.4 dev 7, i'll bisect right now. |
I think I messed up the light range and the shadow range in #100319. Lights with 0 or very small range may break the shadow projection matrix by placing the far plane before the near plane. This is what likely happens in the TPS demo when a bullet collides and the impact light range is animated. Just pushed a quick draft (#100862). Will test it properly tomorrow - night time here. |
Just opened the fix #100862 for reviews. Should be okay now. |
Tested versions
Godot Engine v4.4.dev7.official.46c8f8c5c - https://godotengine.org
Metal 3.2 - Forward+ - Using Device #0: Apple - Apple M1 Max (Apple7)
System information
Godot v4.4.dev7 - macOS Sequoia (15.2.0) - Multi-window, 2 monitors - Metal (Forward+) - integrated Apple M1 Max (Apple7) - Apple M1 Max (10 threads)
Issue description
Logs are spammed with the following:
Steps to reproduce
Minimal reproduction project (MRP)
TPS-Demo is where I observed this behaviour
Footnotes
It doesn't happen on all shots, and appears mostly when hitting the ground ↩
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