David Snopek
David Snopek
Is there a reason not to add the `use_root_motion` option to `XRHandModifier3D` as well? When using two disembodied hands, I personally think it's simpler to move them using an `XRNode3D`...
@TokageItLab It seems my comment above was cross-posted [with a new comment from you](https://github.com/godotengine/godot/pull/90645#issuecomment-2063945338) on the other issue :-) To attempt to respond to part of that: > So as...
> what do you think of this? Should we add an extra #ifdef to use this notation for for web only, or would it be safe to just switch over...
> * joined72 has found and fixed the issue in the file `drivers/gles3/shaders/scene.glsl` [comment](https://github.com/godotengine/godot/issues/86112#issuecomment-1896098062). There are more shaders with `pow(max(distance, 0.0001), -decay);`. All the shaders in your screenshot are in...
I just posted PR https://github.com/godotengine/godot/pull/84973 which aims to expose issues where the mapped hash from `core/extension/gdextension_compat_hashes.cpp` is no longer valid. I didn't test it with the changes from this PR...
While I used a script to generate them originally, I don't have a script to update them. How many hashes in `gdextension_compat_hashes.cpp` does this affect? The mapping in `gdextension_compat_hashes.cpp` was...
I just posted PR https://github.com/godotengine/godot/pull/86441, which was created from @Mequam's branch at https://github.com/Mequam/funky-godot/tree/mequam/feat/xfce4_focus_grab, since some folks here wanted it! Unfortunately, it doesn't fix the X11 input focus issues that I'm...
> Confirming this behaviour in Qtile on Xorg as well. Godot 4.2.1 stable. Can you test if it's fixed for you in [Godot 4.3-dev4](https://godotengine.org/article/dev-snapshot-godot-4-3-dev-4/)? A number of X11 focus fixes...
> Or, some other way that all the changes for this embedded mode would live separately from the code used when running Godot normally... Another possible idea: What if instead...
This is working when I test it with the `MobileVRInterface`, but not when trying with OpenXR on the Quest or WebXR. :-/