Chris Cranford
Chris Cranford
~~Can you roll the branch forward to the lastest `main` and see if that fixes it @fire ?~~ Sorry, I see you have all the GH-421 fixes; so with Godot...
Ya the execution/runtime code doesn't use `Curve2D`, it's only used for rendering the `GraphEdit` connection lines, which is an EditorPlugin only code path, so that makes complete sense. It's still...
@fire I wonder if it would make sense to also do what is suggested here: https://github.com/godotengine/godot-cpp/pull/1145 I like the idea of using `GODOT_` prefixes for godot specific bits to separate...
If you don't mind, I'd appreciate it 👍
~Hi @fire so I was coming back to this PR to get it merged, and now I'm not so sure the issue is (at least a Godot one).~ ~In debugging,...
Hi @fire I have a new idea about double builds, from your point of view do we only need those for linux?
Ok, that's what I was also thinking, but I wanted to be sure. To automate the delivery of double-precision builds, I think we can simply build `godot-engine` with the double-precision...
So it does not seem that Godot's standard `GraphEdit` reacts to the `ui_cut` action, so we probably should submit an upstream PR to add this to the `GraphEdit` base control,...
Added upstream PR - https://github.com/godotengine/godot/pull/95614
There are effectively two ways this could be solved: * Create an attribute in `OScriptNode` populated with the render order when `apply_changes()` is called. Only open graphs would have their...