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## **Please read follow-up comment; this may be able to just be closed!**
### Issue description
`phantom-camera` version: `0.6.4`
Godot v4.2.1.stable - macOS 14.1.1 - Vulkan (Forward+) - integr…
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### 描述Bug
WXUncaughtException
WXUncaughtException@weapp://wechat-game-runtime/wxfs/game.js:211:1236
abort@weapp://wechat-game-runtime/wxfs/game.js:252:436476
.wasm-function[b171]@[wasm code]
.was…
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This is a parent issue for tracking work on integrating with Newton during compilation of programs in order to enable optimizations guided by the physics available in Newton representations.
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Currently on 30FPS you can jump twice as high as at 60FPS. In general, things behave strangely. Different friction etc.
Is this a forge bug? Are we not using forge right?
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**Godot version:**
3.2.1-stable
**OS/device including version:**
Mac
**Issue description:**
3d physics stepping is two frames late using bullet physics. Expected would be that it is one…
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### Tested versions
- Reproducible in: 4.3.beta2, 4.3.beta 92c8e87cd
### System information
Godot v4.3.beta (92c8e87cd) - Fedora Linux 40 (KDE Plasma) - X11 - Vulkan (Forward+) - dedicated NV…
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A lot of physics code have this pattern
```
[some calculation to Float field X]
index = nint(X)
v = other_field[index]
```
We have no `cast` to `int` in gt4py, which means breaking into two stencils…
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### Feature description
this mechanic would offer a better nuke system, also excuse my typos in the picture. it starts of as a fireball that is huge and burns everything in its radius or close to it,…
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### What is your suggestion?
Currently, whenever a scaled entity dies, they'll automatically shrink back to the default size and plays the ragdoll animation from Physics Mod, if possible I would like…