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As GDNative is now dead - are there plans for this to live on as a GDExtension?
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The performance is horribly slow. The C de-facto implementation of BlurHash is 260x faster.
It's better to use the existing implementation, and convert this addon to a GDExtension.
3.x will be u…
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Hi !
Thank you for this work ! Do you plan to port this library to Godot 4 ? Do you think it's a big work ?
Thanks !!
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**Describe the bug**
Hello there. I'm not receiving the `overlay_toggled` signal when toggling the game overlay. Overlay does not work in my editor at all, so I just tried with exported versions. I…
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### Godot version
4.0.dev c2a616f3ecc5fa0ee7d85507b971e7578000a562
### System information
Windows (but likely other platforms too)
### Issue description
When exporting projects that contain GDExt…
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### Describe the project you are working on
Loot generation with weighted probabilities.
- Getting a list of items of fixed length based on weighted probability of items.
- `{rare: 1, common: 3…
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In Godot 3.5.x Mono, this error occurs when a C# solution has been built before running.
Error Message:
E 0:00:00.560 _init_godot_api_hashes: Mono: Core API hash mismatch.
modules/mono/mono…
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Hey, I was trying to utilize this but I'm fairly new with Godot and don't know how to use this. Should I be using GDNative or like copy them into the engine and compile it manually?
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This may seem minor, but these errors add up. I was only able to discover them by walking around with my character controller. I managed to isolate the issue in an MRP. I'm sorry I dont have much else…
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Add lip sync support. This will likely need to be done as a GDNative library for performance reasons. Rust will probably be the implementation language.
[uLipSync](https://github.com/hecomi/uLipSyn…