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### SpringArm Node Bug: Spring Arm ignores collision when _spring_length_ is being updated
**Godot version**:
Godot Engine v3.3.stable.offical
**OS/device including version**:
W10 64bit // i…
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#39
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**Description**
Posting on behalf of two users with similar requests on the Discord; it would be useful within the code block to be able to mark something as an error and get red squiggles, as well a…
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```
#include
#include
#include
#include
#include "libbmp.h" // https://github.com/marc-q/libbmp
class PerlinNoise {
public:
// ---- Enum and Struct ----- //
enum {
mt19937,
pr…
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Especially volumetric fog is hard to imagine in the editor if it is not shown.
We should add an option to draw the fog like in the game.
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Thanks for excellent work! I want to know how to realize Interpolation specifically In experiment?
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The width/thickness of the outline changes as the camera gets closer/further away from the game object. How do you set a constant width?
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Just finished it & haven't tested it & dunno how to either:
https://gist.github.com/GoToLoop/acbf106aa784820aff23
Refactor inspired by original Java Mode's source: https://github.com/processing/proc…
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When I was writing code following your first gunfight system tutorial, I found that after firing a few shots, the bullet trajectory started not at the muzzle, but in the direction of the last call to …
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Short info header:
- GFX version: 0.1
- OS: Windows 10
- GPU: NVidia GTX 680
The following shader works just fine with the Vulkan backend, but fails to compile with the D3D12 backend. The compil…
CryZe updated
5 years ago