Hugo Locurcio
Hugo Locurcio
> I have my game at 30 fps and the physics at 60 fps, what happens in this case with the physics? Input processing and physics won't match, so moving...
> Various image filters like: Color Inversion, Grayscaling, Gaussian blur, edge detection, etc. Isn't this better done with standard fragment shaders like in the [2D Sprite Shaders](https://github.com/godotengine/godot-demo-projects/tree/master/2d/sprite_shaders) demo?
> Using MultiMesh was my first thought, but instances don't work with Frustum culling. And since the objects are very dense and cover large areas (grass blades) having culling per-instance...
> 1M+ dust particles are spawned with no performance hit and react to the pull force of the world position of the vacuum cleaner This should already be achievable in...
On Linux, I think Godot itself should try to run a Flatpak version of Blender automatically if no native version is found at the default path. This way, you don't...
> Want to move this to a godot engine godot repository issue? I think you can open a separate proposal for this :slightly_smiling_face:
This is not a typo – it's outdated Godot 3.x code. `@export` is an annotation in 4.0, while it was a keyword in 3.x. That said, I would recommend anyone...
> What I'm unsure about is the process of how master changes are backported to older branches. Is this something that we (as contributors) should do, or at least suggest?...
> Fabio seems busy, @Calinou if you add the above, I'm happy with merging as is. Looks good to me! I still need to mention the sRGB workaround for iOS...
> Some people on Twitter complain that auto-hiding other sections when you open another one is not something they'd enjoy. Opinions? I think it's okay to auto-hide, as it keeps...