Claudio Z.
Claudio Z.
Hi @nan0m, thank you for your kind words! I'm glad to hear that the plugin is saving you time and helping you integrate cool features like the character traveling through...
Thank you for providing the mesh example, and for clarifying the details! I took a look at the issue, and it does appear to be related to the fact that...
I was able to test your scene, and it looks like the fix I implemented has resolved the issue with meshes that don't have indices or a UV set. Before...
I’ve run additional tests myself, and everything seems to be working fine without any issues. Since there haven’t been any further reports or concerns, I will merge the fix into...
Hi, this build crashes using my code: `csg_source_node._update_shape()` `var mesh_arrays = csg_source_node.get_meshes()` I am calling **`_update_shape()`** to get the mesh data from the CSG node. [(https://github.com/godotengine/godot/issues/72814)](https://github.com/godotengine/godot/issues/72814) But it works without...
Just some more details. The crash happens inside `static void pack_manifold(...)` during the construction of the manifold mesh: **`r_manifold = manifold::Manifold(mesh);`** In my test I am trying to intersect a...
I tried to change this line inside `pack_manifold(...)` : `mesh.Merge();` to: ``` /** * MeshGL::merge(): updates the mergeFromVert and mergeToVert vectors in order to create a * manifold solid. If...
Here's the video: https://github.com/user-attachments/assets/1fcf5437-54e7-4e87-8496-156e7b4027db
> @cloudofoz Your solution also fixed the crash that I posted earlier. 🎉 Glad to have been of help
This makes me think that you might be using an older version of my plugin. The exported variable is already typed as `Array[Deformer]` (`var dm_deformers: Array[Deformer]`). You can check the...