MJacred
MJacred
You used "godot4 dev6 c#"? That's quite old and not even a stable version... Could you try with Godot 4.2.2 or 4.3, please?
This fork seems to notice the difference: https://github.com/creker/hashstructure see: https://go.dev/play/p/7NGEOYu9AZX
This issue seems like a duplicate of or related to https://github.com/mitchellh/hashstructure/issues/36 and was apparently fixed in this fork: https://github.com/michaelbeaumont/hashstructure/commit/d0db0908675fc419b4cdef999bac1833147de87d **EDIT**: tested the commit and it does NOT fix this issue...
That's certainly one way. It really depends on your needs. Maybe creker's way would also work for you and faster? Faster than sha256 would be shake128: https://pkg.go.dev/golang.org/x/crypto/sha3#ShakeSum128 But in those...
OK, so the Godot build artifact for Windows crashes on startup. As it's not a debug build, there's no stacktrace. And I can't get Godot to build on Windows, because...
@Calinou: I think I found something: "3221225477", which is apparently an access violation.. As Godot only crashes when I plugin an XInput device, I suspect the issue lies in `JoypadWindows::probe_joypads`....
OK, the good news: I fixed my compiling on windows. The bad news is: `gdb` still reads the *.debugsymbols file as an `Invalid argument` (both from what @Calinou provided, and...
Current status: it would work if I used `joyGetDevCaps` directly, like `midiInGetDevCaps` from `drivers\winmidi\midi_driver_winmidi.cpp`. So... I'm doing sth. wrong regarding `joyGetDevCaps_t`. No idea what exactly... **So help here is more...
Switched to fetching the func `joyGetDevCapsW` instead of the macro `joyGetDevCaps`, because it seems it's impossible with the macro. As *W and *A funcs are used in the engine all...
OK, I got the name - ready for review