Hugo Locurcio

Results 2849 comments of Hugo Locurcio

> A flat line: That flat line is oddly bumpy. I think the stutter isn't fully resolved here. :no_mouth: This isn't something that can be fully resolved without implementing hardware...

> just stumbled upon this, in fact simply adding a subviewport to a scene causes it to stutter dramatically. Can you upload a minimal reproduction project for that? If the...

This begs the question of whether we should perform any kind of size enforcement/warning when exporting a project as Google Play Instant. This can be implemented by checking for the...

Is this superseded by https://github.com/godotengine/godot/pull/98122?

This makes me wonder if we should add a light energy multiplier that is *only* used when using the Compatibility rendering method. This would default to `1.0`, but you could...

Similar to the **Normal Map Invert Y** import option, this could be handled at import time so you don't need different shader versions when different materials use different texture conventions....

You need to [compile Godot yourself](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_windows.html) to get debug symbols, as [official releases don't include debugging symbols](https://github.com/godotengine/godot-proposals/issues/1342). Use MSVC for compiling if you want to use the Visual Studio Debugger...

> On the one hand, it allows users to trivially fade objects into the background (albeit in a much more expensive way than just using ALPHA). I thought this approach...

> It breaks emoji branches. I thought Godot could display emoji in the editor through its system font fallbacks. Or am I missing `String::utf8()` conversions somewhere?

> This. The compilation stops due to Python error. I don't get Python errors on my end (Pyston 2.3[^1] + SCons 4.4.0 on Linux), but the branch name is incorrect...