Results 214 comments of Bjorn

This is *supposedly* covered by `Mat4:set` containing the `Mat4:set(position, orientation)` variant. But it's confusing because in some places the docs document parameters as numbers and you can implicitly use vectors,...

In the source code, lovr usually does things like [`readmat4(arg2)`](https://github.com/bjornbytes/lovr/blob/master/src/api/l_math_vectors.c#L117), [`readquat(arg1)`](https://github.com/bjornbytes/lovr/blob/master/src/api/l_math_vectors.c#L97). Those helper functions handle the different supported variants. I do think after thinking about it more I lean towards...

GCC [supports](https://gcc.gnu.org/wiki/C11Status) `-std=c11` in 4.6, but didn't get `_Thread_local` until 4.9. clang added support for C11 in version 3.1.

The conversion to HTML is done in [lovr.org](https://github.com/bjornbytes/lovr.org). I want to switch to static generation so HTML/JSON/etc. can be generated with a simple script, but haven't prioritized it yet.

Would you like to submit a pull request for this improvement?

There is a Metamethods section [here](https://lovr.org/docs/master/Vectors), but I like the idea of making a big table somewhere too

To make this more concrete, here's a list of pages I saw that don't mention anything at all about their table shapes: - `lovr.headset.getHands` - `lovr.load` - Some subtables of...

I just learned that you can transfer issues between repos, so I'm gonna try it out.

LÖVR is interested in this, its headset API exposes both `getBoundsDimensions` and `getBoundsGeometry`. It's more common to use the dimensions, but right now it's always returning zero on WebXR. This...

lovr also puts game files unzipped in `assets`, it simply mounts the apk as the game archive with `assets` as the archive root (can use PHYSFS_setRoot for that). For libraries,...