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@ttencate ttencate commented Dec 3, 2025

Fixes #79471
Fixes #102799

I've also sent godotengine/godot-docs#11511 to fix the docs, because the distance was always computed to the AABB center, never to the origin (except in this buggy case).

@ttencate ttencate requested a review from a team as a code owner December 3, 2025 08:18
@ttencate ttencate changed the title Use AABB center instead of origin for visibility fade Fix: Use AABB center instead of origin for visibility fade Dec 3, 2025
@akien-mga akien-mga changed the title Fix: Use AABB center instead of origin for visibility fade Use AABB center instead of origin for visibility fade Dec 3, 2025
@AThousandShips AThousandShips added this to the 4.6 milestone Dec 3, 2025
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Makes sense, we use AABB center everywhere else, so let's keep it the same for now.

We can likely consider matching the behaviour of LODs later (computing distance to nearest face of the AABB)

@clayjohn clayjohn added the cherrypick:4.5 Considered for cherry-picking into a future 4.5.x release label Dec 6, 2025
@Repiteo Repiteo merged commit 2f752fd into godotengine:master Dec 8, 2025
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Repiteo commented Dec 8, 2025

Thanks!

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bikemurt commented Dec 8, 2025

Awesome, I am excited for this one as it will simplify my manual LOD system for trees in my game!

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MultiMeshInstance3D Fade Mode Culling doesn't respect AABB Visibility range mixes origin and AABB

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