PiOverFour

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No, when I updated the importer, 2D meshes with [internal vertices](http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html#internal-vertices) weren't yet supported, so I didn't implement deformation.

Hi @DanielSWolf, I work at a French animation studio and would be very much interested in a Rhubarb module for the French Language. Has there been any progress on the...

Oh, that's cool to hear! Looking forward to it.

The log mentioned: ``` 2022-04-28 02:02:49,581: WARNING - setfacl: /home/yunohost.multimedia/share/Torrents: No such file or directory 2022-04-28 02:02:49,586: WARNING - setfacl: /home/yunohost.multimedia/share/Torrent to download: No such file or directory ``` and...

That’s great, I’d love an indentation guide! It would make it much easier to get sane auto-indentation, even if not perfect. Thanks for looking into it. :)

Hello again; if you are interested in comparing, here is [another branch](https://github.com/PiOverFour/ink/blob/docs_indent_spaces/Documentation/WritingWithInk.md) indented with two columns of spaces.

Hi, I didn't see this issue and just re-did the same fix... There is a way to keep compatibility, using the `__has_include()` preprocessor directive. [From this answer](https://stackoverflow.com/a/33260104/4561348), it's compatible with...

I agree that it may be better to leave a specific branch for 2.1 backward compatibility. I'm actually trying to make the properties more consistent with the Godot 3 GDscript...

Aaargh I’m sorry, don’t merge this! While testing this new PRNG a bit further, I saw other cases where the generation was bad, such as when using 10 elements. I’m...

I pushed a new version to add to the discussion ([here](https://github.com/PiOverFour/inkjs/commits/old_new_prng) is a backup of the previous proposition). It changes the logic for number generation, by storing the PRNG instance...