bruvzg
bruvzg
That's the issue my first comment was about. Check if you are using the latest clang and SDK from Xcode 14+. But it's possible that it's still not fixed, if...
Upgrade to Xcode 14 or use a custom build, there's nothing we can do, if Vulkan SDK is built with Xcode 14 (and without `-fno-objc-msgsend-selector-stubs`) it won't be useable with...
Godot scons config is using almost the same code and seems to be working fine (but I guess godot-cpp is linking more file, so this might be the issue). If...
> The symbol appears correctly in the text if you paste it into a string in the GDscript editor window > The symbol appears as a Diamond Question Mark �...
> All that being said, I do agree with @produno that if you never wanted the function to reappear in 4.x I wish you would have said so before asking...
> Windows on ARM. I guess it's time to get proper `arch` instead of `bits` (https://github.com/godotengine/godot/pull/55778) and add support for ARM Windows builds, with DX support it should be a...
> ö is translated with "Apostrophe Key" > ä is translated with "BackSlash Key" > ü is translated with "Semicolon Key" There's no such thing as scan code for `ö`,...
Failed `resize` should give another `ERR_OUT_OF_MEMORY` error, which is not in the log. Also, `resize` is initializing allocated memory and should crash earlier. It's probably some sort of memory corruption,...
We should make errors more verbose, print argument values if it's possible, timestamps, and maybe add an option to print stack trace for each error. `ERROR: Condition "!mem" is true....
> A better solution IMO would be for the rasterized fonts to be split in multiple textures if the total size exceed 2048px. That's how dynamic font is working right...