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I've been really getting into Piskel lately, and spent some time tweaking the UI. I just hacked it with Tampermonkey, but am interested in doing it properly and submitting a PR.
There's a screensho…
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**Describe the bug**
I am having trouble rendering buff animations that appear above the player to render below the fringe layer. Using **Upper Layer** and **Render Below Fringe** I get my animat…
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### Expected Behavior
- The application's renderer extract should match the size of the app, i.e. the width and height set in `options`.
### Current Behavior
- The application's render extract m…
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**Your Godot version:** 3.4, 3.5, 4.0 Alpha
**Issue description:**
There is not really any documentation on how to use the MuliMeshInstance2D node. Currently the MultiMeshInstance2D docs pages say…
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Maybe I'm doing something wrong but I'm finding that every time I open an editor (say: new -> game object) the editor is zoomed in wayyyy more than is at all practical. Example:
- Right click asset…
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**Issue by [njx](https://github.com/njx)**
_Wednesday Apr 18, 2012 at 03:41 GMT_
_Originally opened as https://github.com/adobe/brackets/pull/677_
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`@`gruehle`@`jason-sanjose
I noticed that i…
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**SuperTux version:** latest (40ab22f63)
**System information:** Lubuntu 18.04
##### Expected behavior
Reasonable frame rate while there are many enemies
##### Actual behavior
In a level…
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Json (preferable) or XML (something something http://www.mapeditor.org)
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**Describe the bug**
Inside the the Material editor, The color selector section allows you to set a texture for the "Base Color". If you are using a sprite image (1 column) with a very very tall grap…
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Are there any plans to update this for Godot 4?