bruvzg
bruvzg
Rebased and tested on iOS 18.4.1, seems to be working, but will require the same hack as in https://github.com/godotengine/godot/pull/106666 to have correct baseline.
> I'm also missing the Editor - Editor Settings from my 4.3 build on my Mac. On macOS, it's in the `Godot` menu (this is the standard place for options...
> It may be better to fuse the integrity flags with the mode flags to preserve compatibility. Not sure if it's better compatibility: - custom `FileAccess` implementations might use (internal...
> Even with ASAN enabled. I can reproduce it with custom build without ASAN, but can't reproduce with ASAN (maybe since ASAN build increase stack size from 8 MB to...
It might some sort of conflict with ANGLE, which also include own copy of ASTC encoder (none of the symbols should be public), it's not crashing without ANGLE, ~but import...
> It might some sort of conflict with ANGLE, which also include own copy of ASTC encoder (none of the symbols should be public), it's not crashing without ANGLE. I...
> Though I also tried the different list types and their behavior is overall somewhat buggy >_> The indent (tab size) is too small, and lists are not actually taking...
> The quote got into the suffix Parsing space in the quotes seems to be issues with for all tags as well. Updated PR to use `OptionMap` instead of `split`...
> Port changes to macOS and Windows' crash handlers. Probably won't be straightforward to do, new windows won't show (or at least won't be responsive) since OS event loop is...
To avoid issues with non-responsive or missing GUI window, I would probably do something like this instead: - Add a new `--crash-handler crashed_process_pid log_path` command line argument that will display...