Benoit FOULETIER

Results 20 comments of Benoit FOULETIER

I'm interested in this as well, did you ever figure out a solution?

It's a common policy in many studios to have all Unity messages protected by default. It's also part of the Microsoft/UnityVS analyzers (albeit opt-in): https://github.com/microsoft/Microsoft.Unity.Analyzers/blob/main/doc/UNT0021.md **Silently** erasing a base message...

This (and many more) is already implemented by Microsoft's (UnityVS) Roslyn Analyzers: https://github.com/microsoft/Microsoft.Unity.Analyzers/blob/main/doc/UNT0022.md It's be great is those analyzers where shared between VS and Rider...

I agree with the "split low-/high-level" sentiment; libgit2 itself is made for low-level, but some parts of LibGit2Sharp operate at a much higher level, without exposing the low-level. Eg I've...

OK so I made some progress on that crash: - in `Plug.deleteAttr()`, we do `_fn.removeAttribute()`, but we don't delete our own cached `MPlug` - next time we access the attribute,...

> Not noobish at all, debugging Maya is impossible. Simply put. Ugh, well that's disappointing. Is there at least a way to access the script editor log after a crash?...

> That said, you can redirect the script editor to a file via Python's `logging` module. Maya uses this logging handler for Script Editor output, `maya.utils.MayaGuiLogHandler`. Awesome! I can probably...

Sure clearing is reasonable perf-wise. I like being more precise though, only to make sure I've understood the issue precisely, gives me more confidence. If it still crashes after that,...

I have a workaround already, it’s ugly but I can kick a PR tomorrow-ish. What’s weird is the OM API accepts the default for TypedAttr, it’s even custom handled by...

You're right, it does work with Jedi (and it's not as slow as what I described, though that was a few VsCode releases ago). It still doesn't work at all...