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This is an extension proposal I've been pondering about after my work with [SharpGLTF](https://github.com/vpenades/SharpGLTF), that aims to solve a number of issues in one shot:
- Simplify scene re…
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**Is your feature request related to a problem? Please describe.**
While Drake offers some proximity queries on meshes (e.g., obj), it isn't an exhaustive set. To support these queries, users would…
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The first time I tried to run a program with multiple source points, it was normal, but after a day or two, I ran it again and I got an error, in the middle I added VTK-related code, I thought there w…
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### Is your feature request related to a problem?
The design of experiments will help to optimize the printer parameters setup. If the feature would be available, it would be very easy to calibrate t…
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### Tested versions
- Reproducible in: v4.3.stable (77dcf97d8)
### System information
Godot v4.3.stable (77dcf97d8) - Windows 10.0.22631 - GLES3 (Compatibility) - Intel(R) Iris(R) Xe Graphics (Inte…
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pynim requires too much to run, the MVC++ Runtime, VS build tools and Visual Studio IDE.
That's just nuts! :D
If possible, please change it for something that's easier installed
I commented ou…
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@Toliann same as topic, pls support `loadstone`
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### Godot version
4.0.3 through 4.2.dev3
### System information
Godot v4.2.dev (2992ffd25) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3640) …
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Creating separate mesh for every separate, exactly same, primitive mesh does not make sense. Should implement logic to allow caching and sharing same similar instances, and allow to register them as s…
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## Description
I suspect that there is an underlying issue with the LEDs and the mesh network's 'node time' determination that is being causes by interrupts being needed for the mesh networks 'node t…