Guilherme Sousa
Guilherme Sousa
Just setup the clang formatter on my end, shouldn't cause an issue this time.
A draft PR to fix this issue using @Faless 's fix is available here #66036
I've been testing this solution, spawning/despawning/sync seem to be working correctly. From the discussion started in #64599 , both these `MultiplayerSynchronizer` setups have the same behaviour using this fix: **One...
Hmm this happens because the menu is made for 1152*648 viewports. If you wish to use different ratios you'd need to set those here (under Transform > Size and position....
 Was testing this today, resizing seems to work correctly as of latest, I'll close this issue for now.
I'm not seeing how I can register compatibility methods for `GDVIRTUAL` functions, is that implementer? Also, how do changes to the C++ bindings work? Is `extension_api.json` automatically updated, or should...
@dsnopek Thanks for your reply, sorry I got to this so late. I can give that a try as I'm working on one such GDExtension, I'll get back to you...
@dsnopek just tested what you suggested, loading a GDExtension that overrides the const version of this method, on godot compiled with these changes. Works great, no errors!
Do you want me to add extension for Root and Sync nodes as well?