TCROC

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Ah this may be the issue. I'll try it out on my Windows computer later today

I managed to solve this on my project today! Good news is: it didn't require making any changes to phantom-camera! I'm on mobile right now and will post a more...

Oh and I realized I only talked about point 1 that I have found to cause jitter (which I believe to be this issue). But I'll list them all out...

This is correct. I am very curious to see which mitigation techniques are used in 0.7! :) Between Unity's Cinemachine and now this amazing addon, I have not yet found...

I am also getting this error on Pop OS (an Ubuntu derivative). Several users are also reporting the same thing here: https://www.reddit.com/r/flatpak/comments/1423zv4/failure_to_parse_appstreamxmlgz_when_running/

I get this same error. I bisected and found the problematic pr and commit hash: PR: https://github.com/godotengine/godot/pull/91769 Commit hash: https://github.com/godotengine/godot/commits/f2796fa06daf0004a462d48a10ab98800c8ff72d Edit: To clarify, I get @akien-mga's error

> CC @DarioSamo > > @TCROC @MBCX Can both of you provide a bit more information, namely: > > 1. Your OS details + GPU details > > 2. Your...

> @TCROC For dxc_, see [this instruction](https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_windows.html#compiling-with-support-for-direct3d-12) Yep that's how I'm building it from source. But how do I tell what version it is? All I know is I'm on...

> Unable to reproduce. > > The relevant code is this. > > ```c++ > ComPtr buffer; > ComPtr allocation; > HRESULT res; > if (barrier_capabilities.enhanced_barriers_supported) { > res =...