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### Expected behaviour
Render the same way in the font view as in the gui view and in the game (=premultiplied)
### Actual behaviour
Blend mode is set to non-premultiplied, creating a black hal…
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According to https://docs.aws.amazon.com/general/latest/gr/api-retries.html, every AWS should implement a retry mecanism because basically, "shit happens".
Does the Lua SDK implement this? If not, …
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**Is your feature request related to a problem? Please describe (REQUIRED):**
Kinematic bodies cannot currently be moved by setting linear_velocity or angular_velocity. This means it's now not possib…
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**Is your feature request related to a problem? Please describe (REQUIRED):**
As far as I understand deploy different app from one source code is possbile with --settings flag of bob. And if i need t…
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Description:
If a dynamic collision object has a very low velocity and collides with another object it is likely to get stuck to the object while still retaining some velocity and move along the co…
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The collision areas appear to change visually when the scale of their container is changed, but from their behaviour I can tell that they remain at their original size.
![screen shot 2017-11-06 at 14…
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Now that this module works so well and gdnative and godot3 has reached a stable level, it would be amazing if it could be ported to gdnative and made available on godot's assets website as an addon p…
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### Expected behaviour
### Actual behaviour
### Steps to reproduce
Build time2019-04-24T16:55:26.072424
Defold channeleditor-alpha
Defold editor sha61f46cee8040eb233ecc7e328f8b6d976…
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**Is your feature request related to a problem? Please describe (REQUIRED):**
Some time ago, frustum culling was added to the engine. But it is only internally used by the rendering system to skip re…
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Background topic on forum: https://forum.defold.com/t/tilemap-collisions-not-working-when-layer-is-invisible/64653
Problem:
When one is using two layers for game - one to represent collisions (oft…