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I would love to join this... Also in my case as an example, just providing the .cpp and .h** files would be perfect, I agree with you in case of...
After the next update, I'll try to implement support for nodepath
I sucessfully exported using 2.90. What I did was: * Triangulate the mesh * Seems that An armature is required in order to export   
I can confirm this bug, during editor no message appears, but at runtime the error appears:  version: v4.0.alpha.mono.custom_build [947a1fa09]
@Zylann In case you need, I've made some scripts to accelerate the development with gdextension, in case you need something to ease it for you just tell me: https://github.com/nonunknown/gdextension-creator
I think that godot has a signal for tree structure change for that, but has to do some search.
like a said this needs a little research, and any idea is very welcome :D
@lawnjelly made a solution for this! https://github.com/lawnjelly/smoothing-addon the only downside of his plugin, is that you need to reestructure the way you compose your scene, maybe a improved version of...
@KoBeWi I can reproduce this on v4.0.dev.custom_build [2a28df82d]  as you can see the left side (its a meshinstance inverted on scale) thanks to @lyuma this can be workarounded via...
First Node2D Derived nodes doesnt support scaling:  Second,if your tip was really a solution how I'm supposed to animate TextureProgress?