Robert Kossessa
Robert Kossessa
Ran into the same issue, this fixed it for me. Thanks!
Unfortunately I'm also experiencing this issue. No gdextensions, latest VSCode, latest godot-tools, Godot 4.2+ 
Sure: ``` @tool extends Node # Get the bounds ([min, max]) of the polygon func get_bounds(polygon: PackedVector2Array) -> Bounds2: var min_point := Vector2.INF var max_point := -Vector2.INF for point in...
Thanks for the suggestions! I guess I'll start from scratch with compute shaders, that's a great idea :)) I'm planning on implementing [radiance cascades](https://www.youtube.com/watch?v=3so7xdZHKxw), so most of the raycasting code...
 As I just noticed that for the first time: It also happens when everything is inline.
@robertohuertasm Thanks for the feedback! I agree, would you like me to make the adjustments? This does still leave one question tho: What to do with the new file types?...
I'm trying to use DebugDraw3D to help debug my GDExtension. I added `godot_debug_draw_3d` as a submodule and successfully ran `scons apply_patches` & `scons target=editor`. Then, I appended `"godot_debug_draw_3d/addons/debug_draw_3d/native_api/cpp"` to my...
Line 286 is the same for me. Here's the full output: ``` scons: Reading SConscript files ... Auto-detected 16 CPU cores available for build parallelism. Using 15 cores by default....
That was it! Thank you so much (& for this amazing addon in general, I think it's essential!) ❤️ Edit: Really impressed by the API's quality! 😮
I updated my dd3d submodule today and apparently the generated API is broken. Some instances of `Transform3D`, `Color`, `Ref` & `Font` in `dd3d_cpp_api.hpp` didn't have the `godot::` prefix, causing compilation...