David Snopek
David Snopek
@Faless: > Do we really want to expose `ScriptDebugger` as a separate class? > > I feel that class exists in core mostly for historical reasons. > > Does it...
I tested this PR with an existing project that uses `XRHandModifier3D` and, unfortunately, it doesn't work. For some reason `XRHandModifier3D::_update_skeleton()` never gets called. Looking at the code, I'm a little...
I'm still not crazy about storing the VRS data on `XRInterface` and the default implementation in `get_vrs_texture()`. It would make more sense to me to put that on `XRServer` or...
I tested this on Quest 3 using the demo project linked from PR https://github.com/godotengine/godot/pull/85824. I'm still seeing the same frame time gains that I saw when testing that issue, but...
After thinking about this code for a little bit, I decided to sneak one tiny additional thing in here. It was sort of silly that `validated_call()` was calling into `ptrcall()`,...
> Gave it a try, seems to work well! Thanks for testing! > If I understand correctly, `enable_hole_punch` will make the `alpha_blend` property useless. Perhaps it's worth mentioning that in...
@BastiaanOlij @AThousandShips @m4gr3d Thanks for the review! My latest push has integrated all of your suggestions, except for two where I personally think the current code is fine - both...
Thanks! I'm not really qualified to review the code changes, since I don't know GDScript's internals very well. However, I did try using this PR with godot-cpp's automated tests, which...
What version of Emscripten are you compiling your GDExtension with? You need to use the same version as the one used to compile Godot, and I think the official Godot...
Thanks! I'll test it as soon as I can. However, this should also update `XRHandModifier3D`. We still need to figure out how to handle `OpenXRHand`.