MGilleronFJ

Results 36 comments of MGilleronFJ

It isn't a rule that the result of `cast_to` needs to be freed. It depends on what you are casting. Things stopping to crash doesn't mean they work as intented....

Actually, I have a doubt. Back to the case: ```cpp class TestNode : public godot::Node { GDCLASS(TestNode, godot::Node) public: void _ready() override; private: static void _bind_methods(); }; class DerivedNode :...

@bruvzg > Why should it bind _ready if there's no _ready in DerivedNode? Because there is, *in the base class*. If one creates a `DerivedNode` instance, Godot still has to...

Why does this have to be built into the bindings library's SConstruct? There doesn't seem to be a technical requirement for it (neither is the job of the bindings library...

> Plugin version: 1.5.2 Try latest version. [Someone else had issues too in 1.5.2](#349) but latest seems fine.

> What kind of functions? maybe I have a solution. It was explained in earlier posts and a few places of this proposal https://github.com/godotengine/godot-proposals/issues/6121 The removal of 2D HDR viewports...

While cutting stuff in chunks would work, it's not as simple as it sounds. Cutting maps in chunks requires to handle painting on multiple chunks at a time (I also...

On the long term, master branch with Godot 4 is the one to use since it's the most up to date and maintained branch, but Godot 4 is not stable....

> Reference in ne What is this? What do you mean? If you mean you have the same error as the issue's title, `env.editor_build` is something that was added in...

If you get a version of Godot that includes the voxel module, and if you are referring to using [GodotCpp](https://github.com/godotengine/godot-cpp), then you have to generate the `extension_api.json` file yourself from...