David Koňařík
David Koňařík
>The transfers module will be reworked from scratch and was experimental anyway. So I would not recommend using it at the moment. That's a shame. If you'll be reworking transfer...
There's a leaked official Sony SDK on Archive.org that has headers and documentation for all of these. My understanding is that writing Rust function/struct definitions based on these isn't a...
From looking into ES6 support in node, I guess all it needs is trying both `require` and `import`? Replacing `require("./index")` with `await import("./index.js")` however gets me another error, this time...
Here it is: ``` { "compilerOptions": { "lib": ["es2021"], "target": "es2020", "esModuleInterop": true, "moduleResolution": "node", "strict": true, "forceConsistentCasingInFileNames": true, "outDir": "build" }, "include": [ "src/**/*.ts", "index.ts", ] } ```
I was also affected by this, and I've finally figured out how to "fix" it without recreating all libraries: The key thing is that the `path` column in the `TypedBaseItems`...
> Nice! Tests were built with the buggy behavior and will need tweaking > > Also, adding `fix #58451` to the description text, rather than the title, will link and...
> @dvdkon thanks a lot for your contribution. Unless I misread, adding a quantized mesh is kind of adding a specific scene, and we are here almost duplicating the instructions...
Thanks for your feedback. I've pushed the combined instructions and tried to outline the main differences in purpose between our supported 3D tile formats in "Working with 3D Tiles".
> It looks like theoretically, provided that parsing and executing a longer Python code is faster than doing the same with the original code, this PR could really make mistletoe...
As the author of another [globals-removing branch](https://github.com/dvdkon/mistletoe/), I'd like to offer a few comments: I first tried to make such a solution work myself, but couldn't get it to work...