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Hello and thank you very much for all your hard work on this project!
I tested it on "Empire Earth" which uses DirectDraw / DirectX 7 and suffers from a lot of compatibility problems.
I was amaz…
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## What problem does this solve or what need does it fill?
For very large game worlds, or for multiplayer games, it can be difficult to work within the floating point confines of f32. Giving users …
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### Tested versions
Godot 4.3 Stable
Mobile renderer
Godot XR tools Version 4.3.3
OpenXRvendors plugin version 3.0.1
Pico 4
### System information
windows 11- Godot 4.3 - Mobile renderer
### I…
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This tracker is for all physics issues that affect Godot Physics 3D.
Note 1: Issues that are reported on both 2D and 3D are listed here and in #45334.
Note 2: Issues that can be reproduced o…
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```
In FFX-2 for the intro movie for exemple ; first the movie is not full
screen , there is a large black line in the bottom , in the past it was
green , now it is like a snapshot of the moving Bios…
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As per conversation in PR https://github.com/MovingBlocks/Terasology/pull/1094:
The Input System has a dependency on the _CameraTargetSystem_ (CTS), which crops up in places like _StateMainMenu.init(…
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I already have window creation with Win32 API
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```
In FFX-2 for the intro movie for exemple ; first the movie is not full
screen , there is a large black line in the bottom , in the past it was
green , now it is like a snapshot of the moving Bios…
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I see in the natives API there are camera create functions. Is it possoble to have multiple cameras running simultaneously to stream for control and capture?
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Using a build from the master tree the reverb is ALWAYS active (in the intro videos too!) and the only paradoxical way to disable it is to "enable" EFX in menus/config files
Tested in Shadow of Che…