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Description
The change in this PR: #7 sets the TXST as part of the swap. The issue is that I was assuming the lifespan of that is on each cell load. It turns out that this change is persistent and only a game restart fixes it, so you may want to revert this commit (let me know if you want me to make another PR for this).
The result of this is that when the season changes the old landscape textures remain in loaded grids until a game restart. Apologies for not spotting this earlier! It wasn't until today a user figured it out.
As community shaders reads the updated TXSTs to make sure the right PBR texture sets gets there, do you have a suggestion for how to accomplish this differently? Unfortunately, while I can read the result of the vanilla function and do see the swapped textures in the result material, those are raw textures and are not attached to any texture sets. CS needs the texture sets to get the EDIDs for additional parameter matching. Is there a way I could use/access the return value from struct GetAsShaderTextureSet in CS?