Fabio Alessandrelli
Fabio Alessandrelli
> Note that we can probably build only `arm64` The reason for doing armhf build at the time was that we didn't (and still don't) have a arm64 buildroot. I...
Superseded by #958.
Superseded by #958
Closing as fixed in `3.5` via godotengine/godot#62173 . Please leave a comment if you are still encountering this issue after updating godot-cpp to the latest `3.5` branch so we can...
Closing as fixed in `3.5` via godotengine/godot#62173 . Please leave a comment if you are still encountering this issue after updating godot-cpp to the latest `3.5` branch so we can...
> Multi-threaded builds no depend on a separate `.worker.js` file. This saves on code size and network requests. In order to make this change go smoothly, without breaking build systems...
Seems like the issue is caused by a bug upstream fixed via https://github.com/emscripten-core/emscripten/pull/21830 (which will be in `3.1.59`).
> Only thought is that it's defined in `core/crypto/crypto.h` but only used in `core/io/`, so I wonder if it wouldn't make more sense there? I think it's fine in crypto...
Make sure you are using emscripten version `3.1.39` to build the gdextension (which is what we use in Godot builds). Emscripten changes its DSO format from time to time, breaking...
Yes, this is still valid, `change_scene` doesn't work well with multiplayer sessions. See also https://github.com/godotengine/godot/issues/68407#issuecomment-1445858643