bruvzg
bruvzg
Seems to be working on macOS (and sidecar on iOS), Windows, X11/GNOME, and in a single-window mode. Confined/Captured mode seems to work fine. As well as on Android and iOS...
Actually, there is an extra case that probably require additional handling, and I have not accounted for: `WINDOW_FLAG_MOUSE_PASSTHROUGH` (not sure if it's used for anything in editor, but should pass...
> Actually, there is an extra case that probably require additional handling, and I have not accounted for: WINDOW_FLAG_MOUSE_PASSTHROUGH Added extra check for X11, should be already handled on other...
https://github.com/godotengine/godot/issues/70361 and https://github.com/godotengine/godot/issues/77246 are reproducible (and fixed) in multi window mode on Windows, not reproducible on macOS, and I have not tested single-window mode.
I can't reproduce it with the current master, 4.2.1 or 4.2.2.
> This could be caused by Safari or Godot; it's not clear which one. Seems to be something Safari specific, I can't reproduce it in Chrome or Firefox. Also reproducible...
`vsproj` is specifically for MSVC build on Windows. For any other platform/compiler use, you can use `compile_commands.json` (`compiledb=yes` in the build command).
You can download it from https://github.com/KhronosGroup/MoltenVK/releases, and set path to extracted archive using `vulkan_sdk_path={PATH}` build flag. But OSXCross build might require a custom build of MoltenVK with the `-fno-objc-msgsend-selector-stubs` flag...
> Looking at this it does look like the whole MoltenVK folder might need to be in one of those paths for it to find the That's default locations on...
> "___isPlatformVersionAtLeast", referenced from See https://github.com/tpoechtrager/osxcross/issues/278, you need compiler-rt part of OSXCross.