Allen Pestaluky
Allen Pestaluky
> As a professional game developer currently working with Unity and wanting to switch to Godot, this is one of the feature I miss the most. > > If I...
I previously started a discussion regarding "[Spacial Editor - Focus Selection should focus on remote nodes](https://github.com/godotengine/godot-proposals/discussions/6914)". I think this new proposal should address this feature: When in the new Game...
I have been working on the [HDR output](https://github.com/godotengine/godot/pull/94496) PR, which requires the use of HDR buffers. This PR is useful because it allows simulation of traditional blending with nonlinear sRGB-encoded...
Is there any way to have non-editor builds always behave the same? Like putting an editor hint check in the function body? I'm not understating why `debug` non-editor needs to...
Hmm. I don't know much about the subject matter here, so maybe there is something I am misunderstanding. My comment is a general development best practice to minimize bugs/behaviours that...
OK, I agree this is bad practice for a game developer to use these functions outside of the editor conext simply because it's pointless to do so. But I don't...
> I'm not sure what the version number for this "universal" godot-cpp should start on, perhaps 4.4.0? That way versions 4.3 and below still refer to the old way, and...
When reading IEC 61966-2-1-1999, it is very clear that sRGB content should be decoded using the piecewise functions rather than simulating the mismatch of the 2.2 power function reference display....
I'm having a hard time finding any issues tracking "Device does NOT support GPU UPLOAD heap." and "PSO caching is not implemented yet", so I created an issue here: https://github.com/godotengine/godot/issues/113238