Lukas Tenbrink
Lukas Tenbrink
It may be nice to have an option to build only for x86_64h (instead of x86_64), to kill compatibility to older macs by choice. I opted not to add that...
> However, I'm not totally sure about including this in godot-cpp. How commonly would this be used? Realistically, probably not a lot. The reason I proposed it anyway is that,...
Update: I think I have figured out the cause. Ever since I updated the macos binaries to be `.dylib` suffix, the ingame editor is responsive again, and doesn't forget about...
I cannot reproduce this bug with Godot 4.4-dev3 as well as custom built `master` branch. It's possible it's been fixed already, just not released in 4.3 yet?
Alright, I think I have all the information together on this issue that there is to have. I have edited the issue description accordingly. See also related https://github.com/godotengine/godot-cpp/issues/1681.
@paddy-exe That's good to have confirmed. But do you know if it's true for the class references and script documentation system too? I would have thought at least those 3...
Ok, sounds good. Then i propose we create a new page for bbcodes / formatting in class references, link it from all 4 pages (translation too), and keep page-specific info...
Batched matrix multiplication is pretty easy to achieve with the normal API, even without xtensor-blas: ```c++ auto a_broadcast = xt::view(a, xt::ellipsis(), xt::newaxis()); auto b_broadcast = xt::view(b, xt::ellipsis(), xt::newaxis(), xt::all(), xt::all());...
> That's what I do for my project. There is a test job that downloads the merged build artifact, downloads Godot and runs GUT integration tests (Does anyone know of...
> could be considered out of scope for CI on this. Yep, let's postpone that for another PR. It doesn't have to be added now :) > What do you...