Andrii Doroshenko
Andrii Doroshenko
> I've also done the noise parent class separation, however I was wondering how to do the getting x,y,z,w coordinates from the noise. Currently I've only made generating a vector...
Yeah, this feels more modular, I also think it would be possible to change/refactor `AnlNoise` to extend `Noise` directly, that would require renaming some methods for getting noise to match...
@fire I've been working on a major update for 2.0. There are quite a lot of changes: > As a expedient way of implementing this without a graph editor, one...
Merged 3D noise image feature as is, co-authored, thanks! The issue will remain open until Godot provides necessary API for the noise, so this should probably go for 2.1 or...
The issue can be partially salvaged by setting lower preview quality that can speed up noise generation as available in 40ee0e9. Go to Editor -> Editor Settings -> Editors ->...
Thanks, I created a new `gd4` branch (also renamed `master` to `gd3`), feel free to create a PR for `gd4` branch if you wish. 🙂
You may also take inspirations from https://github.com/goostengine/goost (builds for all platforms as in Godot). 😛 The workflows closely match Godot's one to ease the maintenance burden, but this also required...
Yeah, compiling statically is known to be slow (especially on Windows at parse-time due to Python I/O slowness), but I wouldn't say it's that slow to my taste (I take...
I'm not really familiar with 3D transformations much, but note that you can transform a bunch of `PoolVector3Array` with `Transform.xform()` method, so perhaps you could already speed this up even...
You've mentioned `SurfaceTool` which is used to procedurally generate meshes. I think the best approach to solve this would be to create `MeshTool` class that will be responsible for generating...