alfredbaudisch after playing a bit more around, managed to come with a Material Overlay, that doesn't use subviewports, and it allows x-ray and anti-aliased outlines. Exactly how I wanted FOR MONTHS with Godot, but now with 4.0-stable. it works

One side effect of 4.0 being released as stable is that the "stable" documentation links now point to the 4.0 documentation. That's going to cause confusion when looking at old posts with links intended to reference the 3.x documentation, but I suppose it's unavoidable.

When posting a documentation link, maybe it would be better to use a link with the specific version, rather than "stable" or "latest".

    I really like what was done with 4.0

    alfredbaudisch The only problem is that the SubViewport AA is not good, you can see how aliased the outline is. Even with MSAA x8.

    Yeah, AA has always been a weakpoint of godot.

    DaveTheCoder When posting a documentation link, maybe it would be better to use a link with the specific version, rather than "stable" or "latest".

    Easier said than done(enforced) though.

      Megalomaniak Easier said than done(enforced) though.

      I wasn't suggesting that. I haven't even been doing it myself, but I'll start doing so.

        DaveTheCoder I meant that I have considered the same, but can't really see a practical way to enforce it. Noticing someone having misformatted a code-block in their post is comparatively easy, having to check every single link not so much. Besides I did at one point try to meticulously make sure I myself always link docs to specific versions but that didn't really last long either. 😅

        Aight, an update. First of all, using an ORM shader for the sphere when I didn't have a ORM map for it was an obvious folly. Sphere now legible as a refractive glass type material, second and here's the reason why cornell box, boring as it seems, is useful. I changed the colored walls to roughness value 1.0 and instantly a shading issue(potential bug) showed up on the red wall of the CSG room. Also, I added a reflection probe to the scene.

        Project Zip archive

        Looks awesome! Makes me want to try Godot 4.0 stable this weekend 🙂

        To be honest, I was doubting that the Godot 4.0 release was going to be finished, but they actually pulled it off. Still a few bugs and missing features, yes, but what's there is enough to make a good game. Going to try to make a demo for my game in 3 months. I want it to look completely real, I think I can do it.

        Awesome 🙂

        I'd like to install version 4.0 with Flatpak, when will it be released on Flathub ? (I'm running Linux)

        I'm very eager to try it out.

          I don't know if that flatpak is official. Just download the regular Linux executable. It's portable and doesn't need to be installed.

            NodeCommander I'm running Linux

            Which distribution and desktop environment?

            I'm using Pop!_OS 20.04 with its default DE. In addition to cybereality's suggestion, I use cinnamon-menu-editor to create a desktop icon for Godot.

            Or you can place it elsewhere. Personally, I use ~/bin for Godot 3 (and other apps and scripts) and ~/bin_godot4 specifically for Godot 4. I have Godot 4 set up to use self-contained mode, so it stores the application data in the same directory as the executable, and I wanted to keep that separate from other directories.

            I just have the binaries in a folder in my home folder. I made a few shortcuts with the local share applications. This is better for me as I can have as many different versions as I want.

            Excellent !

            I didn't know that, I thought that it had to be installed.
            I iust downloaded it now and starts up fine, thanks !

            btw, running Linux mint 21 with XFCE

            @alfredbaudisch what I did with the compositor was render the background in one pass, using the visible mask to hide characters. Then render the characters that needed an outline in another viewport with a different material with a solid color and no lighting (you can optionally run a sobel pass here). Then I used that solid color viewport as a fake stencil buffer using it as a uniform to the main fullscreen shader on the root viewport and then combined all the passes. It worked and looked good, but sadly 3 full resolution viewports rendering each frame is way too slow for Godot.

            You have to right click on the Godot name on the left in your library and choose properties, betas.