Rodz Labs
Rodz Labs
> > That would be great, but I think none of those behaviors are supported in Godot's GraphEdit. These will definitely implemented, but I cannot guarantee this will be short...
> What is the status here? I believe that even a small step in this direction could be absolutely groundbreaking. _Therefore, for example, the feature of Blender can be taken...
Nice to see you finally created a PR for this. :) I'll have a look at it before merging, and will probably include the template file in the material node...
Hmm the only case I can think of where this would be desirable is the Blend node (to swap between foreground/background channels). But yes, it could be implemented with a...
> Can somebody also test the "Live Meat" material.. ( https://www.materialmaker.org/material?id=389 ) by downloading it in the material maker web menu and also directly from the website and then opening...
MM loads all thumbnails sequentially, it can take some time to load them all. Maybe a good way of fixing this would be to prioritize materials that are displayed in...
Yes, the error message is there in 1.0 (it's not a problem), but has been removed for 1.1.
You can mitigate lags by disabling parallel rendering (note parallel renderers will be gone in 1.4): - right click on the progress bar (bottom-right of the window) - uncheck the...
Excellent! Don't worry, but I won't merge anything before Godot4 port is done. Note that custom nodes can now be submitted on the website, but those are definitely worth ading...
Hmm is this related to 1.4 not rendering exactly like 1.3 or did you just improve those glyphs?