Дмитрий Сальников

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Well, in order for this to work with other projects, I need to put the class names and the path to the output file in the arguments of the `generate`...

> or as a Python script maybe? My approach to generation uses classes and methods of Godot itself in real time. Therefore, it is possible to use only GDScript/C#/C++ (as...

@GeorgeS2019 What do you expect from me? This project is written in C++, I think it would be more logical to write tests in C++. Although the entire API is...

Can you test the temporary solution from #32?

This is what the behavior of frustum should look like, it seems to me (Godot 3.x): ![Godot_v3 5 1-stable_win64_lV18GvEzX3](https://user-images.githubusercontent.com/7782218/209747836-9dda11f3-60b4-453d-8fff-adb86c9547a4.gif) But while I was testing this PR, I found a more...

I do not know how it worked inside before. But before godot 4, changing the window size parameters always affected Camera3D(gizmo and `get_frustum()`) on the 3D tab and the size...

> @DmitriySalnikov should changing viewport size (in Project setting) affect SubViewport camera frustum ? No I think not. Even if you look at Camera3D gizmo, you can see that the...

This works well, but only as long as the `SubViewport` has the name `SubViewport`...

I don't know a best way to find out which SubViewport is the root for the current scene

@akien-mga godot 4.0 has already been released. Is it possible to merge this PR now?