Lukas Tenbrink
Lukas Tenbrink
This needs a rebase after https://github.com/godotengine/godot-docs/pull/11188.
Hi, this is a really useful list! Thank you for putting it together. I agree this is all information that should be covered in the godot-cpp docs. This is the...
It's possible that Godot used to use `List` as well, but it was optimized to use `Vector` later. I agree that `List` very likely isn't optimal here, let's take the...
I recommend the new bindings are added via the regular bindings API in ['low-level' mode](https://github.com/godotengine/godot-proposals/issues/12622) which I proposed. It would be a good fit. Sort of off topic, but taking...
Hi, please add a minimal production project.
Update: I have added the same cabability to `rdann`. `rdann` seems to have an additional problem right now of simply not working. A simple `.astype(np.int32)` seems to fix the issue,...
Update 2: I have opened #498. That PR is a more comprehensive and streamlined rewrite, and thus supersedes it, in my opinion.
I ran across https://github.com/godotengine/godot/issues/58463, seems like there _are_ still people with pre- SSE4.2 CPUs around (core2 supported just `msse3` and `mssse3`).
> `nehalem` basically is the same as `x86-64-v2` (which I proposed) but with additionally allowed some operations without aligment and which is most important enables `-mtune` which [isn't enabled](https://gcc.gnu.org/onlinedocs/gcc-11.1.0/gcc/x86-Options.html) if...
> mac os sse 2 only are also rare macOS SSE 2 only does not exist, they entered Intel chips with SSE3 and it's been the default minimum build since.