Hugo Locurcio
Hugo Locurcio
> Interestingly, the performance of multimesh seems to be worse than mesh instances. Even in Mobile and Compatibilty Renderer that doesn't support auto-instancing ( Draw Calls are 5000, and 10000...
I think rendering needs too much low-level access to be doable in a fast enough way with GDExtension. While plugin-based renderers exist in other engines, they usually rely on low-level...
> Is there any chance of the third option being worked on? [Rive](https://twitter.com/guidorosso/status/1702754756484276355) which has a vector renderer, has shown a lot of interest in this as well! This makes...
If this is to be stored in the editor settings (which I think makes the most sense), it should still be scoped on a per-project basis so that identical nodes...
One reason why we might **not** want to use `Addons` in C# projects is that not all C# projects will *only* use add-ons written in C#. The add-ons written in...
> I am talking about consistency, one or the either, it would probably be a project settings thing where you can change the folder name (case sensitive) The thing is...
> How exactly do existing addons get the addon folder path? just hardcoded in the plugin code? Yes, it's hardcoded in `preload()` (which must be a constant expression) and `load()`.
Out of curiosity, why is that editor setting not enabled by default? I'd expect it to be enabled by default, even if I'm only using the built-in script editor. Most...
> Still don't working when I try to replace file in external editor. I've just tested *replacing* a file with another with https://github.com/godotengine/godot/pull/97148 and the editor correctly reloads it on...
> Why do we expose a method that has no underlying implementation? I suggest get_stream_length() be removed because it will always return zero. Extensions that implement video playback can implement...