Fabio Alessandrelli

Results 145 comments of Fabio Alessandrelli

> Is there any impediment to using the channels in the multiplayer APIs? No, it should actually make things easier, as I won't have to reimplement all the code but...

It seems the error is caused by the wrong eslint being picked up. I have the same problem if I delete the `node_modules` folder inside `platform/web` with pre-commit. I think...

@patwork I've switched the hook from using `pre-commit-eslint` to use `system` and run `npm` manually, but now it seems to pass even when npm fails... We might have to move...

> I don't think npm fails, those are only warnings from old typescript eslint dependencies. I think eslint runs just fine. The `&&` part was being ignored, I've added another...

For nodes that gets dynamically added/removed from tree, you want to use a `MultiplayerSpawner` to ensure proper replication across clients. See [this article](https://godotengine.org/article/multiplayer-in-godot-4-0-scene-replication/) for example. You can use the visibility...

> There is a comprehensive way to do it? I never found a correct way of using godot multiplayer @olivatooo There is a comprehensive guide on how to spawn level...

For reference, with the following build profile: ``` { "enabled_classes": [ "RefCounted", "PacketPeer", "Object", "WebRTCDataChannel", "WebRTCDataChannelExtension", "WebRTCPeerConnection", "WebRTCPeerConnectionExtension" ] } ``` Those are the resulting size for the webrtc plugin:...

I've added support for automatically including parents (and excluding children in the case of disabled classes). It still needs a few extra manual includes, or some methods will reference undefined...

I've pushed some fixes and improvements: - The parse function now always includes `ClassDB`, `ClassDBSingleton`, and `FileAccess` if `enabled_classes` is not empty. They seem to be required even for the...

Thank you for looking into this. My understanding is that `TYPED_METHOD_BIND` should not be defined when using mingw, and that by using the `WIN32` flag all windows builds (including mingw...