geekley
geekley
> **Camera override**: This lets you override the game camera and pan/zoom (if 2D is selected) or WASD/similar (if 3D is selected). I'm assuming this would allow to have the...
> > However, for debugging, the ability to move your camera in Unity to a given place and switch immediately to the game view in-place, test the bug instantly, and...
This is amazing! I can't see in the video, but I'm assuming the windows in play mode / exported game are draggable as well. Are they? By the "title" area...
> I'm concerned with the compatibility when Godot is not in "Extend to title" mode. Also, it's not the way it works on macOS. I would like to know what...
> 1. GDShader to refer to a Godot Shader resource / .gdshader file > 2. GD shader language or GDSL to refer to the language itself. Why not "GDShader resource",...
I think having `abstract` as keyword but `@virtual` as annotation is very inconsistent, as these 2 concepts are very closely related. > Honestly, making it a key word sounds better...
@Lazy-Rabbit-2001 > have you ever seen any key word in GDScript, even in other languages, that throws warning when an unintended behavior is detected Dunno about GDScript, but it's a...
> many physics calculations don't quite work the same with non-conformal transforms. For example, circles would become ellipses. If it really works with Godot's physics I could remove it I...
Thanks for the PR and the ping @Calinou ! Just for clarity, this PR is a bit different from the scripts as it considers only space (U+0020) as word separator:...
Yeah, I though so too after I took a look at the lists of names I linked. Though these only list actual controllers, not other devices like mouse, etc. it's...