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While this may seem silly, (and, really, is a defect in the gdextensions / assetlib), I think there needs to be somewhere we can see the version of godot-jolt we are running. Until some way is added i…
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Planning a `v2.0.0` for Morphism with those changes:
- [ ] Tag Morphism Registry as deprecated (not so used?). Will be removed in `v3`.
- [x] Runtime checks as https://github.com/gcanti/io-ts ht…
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**Godot version:**
3.2.2-stable, 3.2.3-stable, 3.2.4rc3 (GodotPhysics), 4-4de0768cd (GodotPhysics3D and Bullet)
**OS/device including version:**
Windows 10 20H2, Kubuntu 20.10
**Issue descri…
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It seems to me that if you send a raycast, check when it collides, and find the group of the node it collided with, it cannot find the group and subsequently assumes there isn't one. I've gone ahead a…
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Ok, after two weeks, I am now ready to give up. I have searched the Internet, studied all the examples and almost looked at the complete source code ...
I simply lack the necessary knowledge to work …
DerDu updated
3 years ago
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Dear community,
I'm initiating this thread out of curiosity, to discover what you're doing (or did) with ozz-animation. Old or new, big or small, throwaway or shipped by millions, please unveil you…
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Hi, I'm trying to compile [Jolt](https://github.com/jrouwe/JoltPhysics) (a Physics Library using CMake) in unreal engine using this plugin.
When I compile the engine in Development it works, when I…
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**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to 'assets install jolt'
2. Click on '....'
3. Scroll down to '…
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It's clear that the intention was to be degrees as the range is -180+180
```cpp
BIND_PROPERTY_RANGED("limit_upper", Variant::FLOAT, "-180,180,0.1,radians");
BIND_PROPERTY_RANGED("limit_lower", Vari…
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More instructions: The Jolt codebase currently implements the RISC-V 32-bit Base Integer instruction set (RV32I), but the Jolt construction is highly flexible. Add support for the RISC-V “M” extensio…