geekley

Results 95 comments of geekley

@daenvil Although I'd normally agree with you, I'd like to argue a counterpoint. About the solution where you suppress the warning by recognizing patterns `a / int(b)`, `int(a) / b`...

> For proposal 1, I think trying to force global uniforms into a similar pattern as uniforms and instance uniforms is incorrect. > Pulling comments from definitions of global uniform...

@dustdfg Yes, but GDShader is based on GLSL ES 3.0, and it's been decided that the preprocessor behavior should aim to be GLSL-compatible where possible: https://github.com/godotengine/godot/issues/96253#issuecomment-2333734897 > I brought up...

I left additional comments in the PR to further explain my arguments in favor of this: https://github.com/godotengine/godot/pull/98413#issuecomment-2551478489, https://github.com/godotengine/godot/pull/98413#issuecomment-2551550473 If he still disagrees, may I ask that you please turn it...

I didn't check, but I assume current implementation may be using something like [Expression](https://docs.godotengine.org/en/stable/classes/class_expression.html#class-expression)? I believe #93822 may be useful for this, if I understand correctly?

Another issue related to `#if` expression evaluation (that would need fixing in the new implementation) is shown here. The operators `&&` and `||` should be short-circuit operators that may not...

Just found out about the `defined macro_name` syntax (without parentheses). It's supported (like in C and GLSL), except it's a bit buggy in the current implementation. ```glsl //shader_type spatial; #if...

Yes, please add this feature. Currently I use Kubuntu/KDE "Window Rules" workaround to achieve this: - Match whole window class regex: `^(godot_engine |godot_editor godot)` - Window types: Normal window -...

> The only caveat is that such guarantees are only possible for local variables, since member variables can change "between lines" (when calling functions, via the debugger, or even have...

To me, the most important feature here is this: > **Selection Mode**: This mode no longer sends input to the game and it lets you select 2D/3D nodes (depending on...