bruvzg

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Superseded by https://github.com/godotengine/godot/pull/67434 (I'll open a new PR for the build scripts when the main repo one is done).

> With this PR, registering DerivedNode will no longer BIND_VIRTUAL_METHOD(_ready) (because it doesnt directly override it, and it doesnt compile). Why should it bind `_ready` if there's no `_ready` in...

Probably should use generic c-strings (`sprinf`), instead of `String`. But it's a good thing to have.

Some extra info: Here are a few examples of the SVG code extracted from fonts, it's either missing `viewBox` completely or it's not enclosing the image: `🍏` from Twitter Color...

Relevant part of OpenType specification - https://docs.microsoft.com/en-us/typography/opentype/spec/svg#coordinate-systems-and-glyph-metrics `viewBox` / `widht` / `height` are used only to determine scaling, if it's not present `unitsPerEm` is used as a viewport size. >...

> This will require code highlighting to be integrated at the text shaping step, instead of the drawing step. Experimented with this a bit. Highlighter seems to be invalidation all...

> This issue seems to be mostly a UX issue, maybe we could make this more clear somehow. https://github.com/godotengine/godot/pull/74644 adds some extra validation and documentation (including instructions how to get...

> Seems like picking is broken in the current master, so this PR can't easily be tested right now. Probably Windows specific, picking is working on macOS.

https://github.com/godotengine/godot-ios-plugins/blob/fc5952a1400a56aee49f8020aaaca910a98b36fb/scripts/generate_xcframework.sh#L9 Seems like scripts still include `armv7`, and Xcode 15 doesn't have support for 32-bit iOS anymore. Godot is also built without 32-bit support, so it should be removed.

I'm getting a few unclaimed string names, but no crash with beta 4 and custom master build. ``` Orphan StringName: SceneMultiplayer Orphan StringName: FileAccess StringName: 2 unclaimed string names at...