Kehom
Kehom
Ok, so what exactly is the use case to switch over to send/readP2PPacket instead of using RPCs? I did some preliminary research on the Steam API in order to try...
Ahhh, OK. That seems very interesting to provide an easier experience for players with less technical knowledge. I will take a closer look into it (and some of the other...
OK. There are several things that must be mentioned about this PR, both in "general terms" and in code details. I do like the idea of having a replay system...
I have been testing a bunch with customizing the Extension build and have noticed several usability quirks as well as some "bugs"?. 1) In the godot-cpp SConstruct it does handle...
> Hm. Since we do expect the SConstruct from godot-cpp to be used in other projects, which may have added options later or to a different environment, does it even...
I have been experimenting with the `opts.UnknownVariables()`, specially after adding the code to only output it if it's running as top level script. At first it indeed does work. Because...
Thanks for the suggestion. I actually went with a completely different route, in which I manually "expose" custom theme elements (using `_get_property_list()`) so they appear in the inspector. The way...
Using booleans in the snapshot could be a solution. However I'm not entirely sure about how resilient it would be when packet loss occur. Since you are dealing with animations...
That is a very interesting solution! It will work very well as long as you don't need to have 10+ attack IDs. Based on your idea, you could use a...
I understand very much that the `SnapEntity` system can be cumbersome. Yet, it's the way I have found to not impose certain restrictions. It's extremely versatile in the sense that...