Clément Bœsch
Clément Bœsch
I'd like to add one more use case in addition to the already mentioned color similarities and color blindness : observing a game with players who have the exact same...
> Please open a [proposal](https://github.com/godotengine/godot-proposals/issues) to track the support and details of this feature Done: https://github.com/godotengine/godot-proposals/issues/9803
> Looks good generally, save for the documentation details and the addition of a dedicated method to the engine, especially to handle the single/double precision behavior Sorry, what do you...
> Would be appreciated if you also added tests for `expm1` but that's not necessary and can be added later Sure, added
> Also, forgot, we might want to add this to the C# glue as well, what do you think @godotengine/dotnet? Can be done in a follow-up unless they think it's...
> Would it make sense to add SLERP versions? I'm not familiar enough with the involved maths to provide an educated answer > Opinion: Delta at the end feels more...
Since there was no answer I made my pick and pushed a new version. Changes from last time: - Split out the `expm1` changes into a dedicated commit since it's...
> I've changed the Voxel demo to make use of `move_toward_smooth()` for FPS-independent smoothing. The project below uses 120 physics ticks per second; if you change it to 30 in...
> Great work, this is both simple to use and immensely useful! This implementation is far more elegant than Unity's `Mathf.SmoothDamp`. > > Just a couple of notes: > >...
> > Shouldn't this remain an undefined or unspecified behavior? Delta is not really supposed to be something else than the `delta` parameters of the `process` and `physics_process` functions. >...