Gil Reis

Results 171 comments of Gil Reis

Hey @OvercookedBeef, thanks for the request. > It would be nice to have syntax/code highlighting for editing I totally agree! There's nothing ready for this in this addon, but we...

Hey @xetrics, thanks for the example script. > I have ran into issues with setting up auto tab/auto brace completion. The pairs must be 1 character, and Lua uses keywords...

Hey folks! I just added `LuaCodeEdit` and `LuaSyntaxHighlight` to the project, so that people can better use Lua code editors in their projects. Here's a glimpse of `LuaSyntaxHighlight`: changing `lua_keyword_color`...

Hi @alexanderlarsen, thanks for the report. That's really weird 🤔 > Happens with some GameObjects, not consistently. Maybe there's some other component in them that could be messing with the...

Hey @jtsmith1287, thanks for the report. We had this crash before. It seems I haven't tested all posibilities and it still ocurrs in some cases 🫠 If you could post...

Hey @jtsmith1287 , thanks for the extra info. > I'm not sure what the intended workflow is. I assumed I could make UI prefabs and then add them wherever needed...

Hey @jtsmith1287, just here to say I was able to reproduce the bug by applying an override with a "bridge" between FlexLayout hierarchies to the source prefab asset, reproduces 100%...

Hey @JazzGlobal, thanks for asking. I'm not a user of C# in Godot, but I took a look and it seems there's no right way to using GDExtension classes in...

By the way, I just tried using [Delsin-Yu/CSharp-Wrapper-Generator-for-GDExtension](https://github.com/Delsin-Yu/CSharp-Wrapper-Generator-for-GDExtension) and it almost works. The classes are generated nicely, but the methods are not quite correct (it generates setters for getter-only properties,...

Oh, great to hear that! NLua won't have the Godot-specific bindings that Lua GDExtension bring (at least not without you manually binding it), but if your project doesn't need that,...