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### Godot version
4.0.stable.official
### System information
Windows 11, Forward+, Nvidia RTX 3060 (528.49)
### Issue description
I have a SubViewportContainer and a sub-viewport. Inside this vie…
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### Describe the project you are working on
A VR game with grabbable objects.
### Describe the problem or limitation you are having in your project
I have a node that marks a 'grab point' on an int…
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**Original report ([archived issue](https://osrf-migration.github.io/gazebo-gh-pages/#!/osrf/gazebo/issues/1518)) by Louise Poubel (Bitbucket: [chapulina](https://bitbucket.org/%7B5cfa2075-477b-4ded-b…
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## Bevy version
0.11.3
## Relevant system information
```ignore
AdapterInfo { name: "NVIDIA GeForce GTX 1050 Ti", vendor: 4318, device: 7298, device_type: DiscreteGpu, driver: "NVIDIA", driv…
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**Describe the bug**
This is most likely a Unity bug, not a glTFast bug, but I've only ever seen it happen on glTFast-imported meshes.
The same mesh as FBX or imported with UnityGltf works fine.
…
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Unreal Engine has a way to build static meshes at runtime that is built in, using FMeshDescriptionBuilder to create the meshes:
https://www.reddit.com/r/unrealengine/comments/pn53lo/building_a_stat…
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# General
The normal must get mapped to a voxel for VXL - this is different for the meshes - where the normals are attached to the vertices.
# Tiberian Sun
* https://github.com/mgerhardy/veng…
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### For?
S&Box
### What can't you do?
So say you have a model with with 50 materials, there isnt a way to automatically apply already made vmats to the model.
### How would you like it to work?
J…
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### Tested versions
- Reproducible in `4.3.dev6`, `4.3.beta1`, `4.3.beta3`, `4.3.rc1`, `4.3.stable`, `4.4.dev3`
- Even more broken in `4.1.4**`, `4.2.1.stable**`, `4.2.2**`
- Not reproducible in …
Pshy0 updated
1 month ago
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This issue tracks what's been done and what's currently missing for SDF support in `rmf_site_editor`, to make it a full replacement for the legacy `rmf_traffic_editor` workflow.
## Why
By adding…