Rémi Verschelde

Results 121 issues of Rémi Verschelde

The previous two-step method relying on `std:thread:native_handle()` is tricky as it's implementation-defined, and it seems that LLVM's libc++ does not return a `pthread_t` handle even when using pthread (and the...

Follow-up to https://github.com/godotengine/godot/pull/63225. Draft for now because godot-build-scripts would need further adjustments. And it breaks compatibility for the images I currently use for both 3.5 and 4.0 builds, so I'm...

@hpvb @tinmanjuggernaut Do you know of an easy/idiomatic way to include the build logs from the image generation as a file in the image itself? (Like `/root/image_build.log`.) We currently log...

Moved from https://github.com/godotengine/godot/issues/772 From @EngjellRraklli: > Parenting a mesh to a single bone of an armature in blender is not supported when exported in Godot,which means that the mesh doesen't...

enhancement

Moved from https://github.com/godotengine/godot/issues/1312, originally by @SuperUserNameMan: > The "Triangulate" option of the Better Collada Exporter is not really compatible with "Shape-Keys" (morph) animations. > > If the "shape-key" animated mesh...

bug

Taken from https://github.com/godotengine/collada-exporter/blob/9e89ca5/io_scene_dae/export_dae.py#L30-L39 - [ ] Materials & Textures - [ ] Optionally export Vertex Colors - [ ] Morph Targets - [x] Control bone removal - [ ] Copy...

enhancement

I was already unconvinced when we defined them, and practice has shown that they are not clear to end users either. Here's the list of our current categories (https://github.com/godotengine/asset-library/blob/524892a5fdb107d198498c7cdee76a157c4e063c/data/sqldump.sql#L91-L101), together...

enhancement
help wanted
topic:frontend
topic:backend
discussion

Obviously the current categories are not straightforward enough to go without description, else we wouldn't have such an edit that brings an asset from the wrong category to another wrong...

enhancement
topic:frontend
good first issue

Currently when you submit a new asset, you had to select the target Godot version from: ![screenshot_20180820_143054](https://user-images.githubusercontent.com/4701338/44340631-ba6b4d00-a485-11e8-84ee-5645ce6bc5c8.png) This is insufficient because: - You don't know if selecting `3.0` means that...

feature
topic:backend