bruvzg
bruvzg
There's no custom compilers for each of the versions implemented. So the easiest way to compile it back is taking an appropriate version of the engine (https://downloads.tuxfamily.org/godotengine/) adding script to...
You can't. This module doesn't affect any of existing Godot controls, it's only provide `TLShapedString`/`TLShapedAttributedString` interfaces, and it's own `TLProtoControl` control (which is mostly intended as a demo). Or you...
I do not think we can do anything with it, ligatures are either on or off (some fonts include style sets to switch some ligatures individually, but not JetBrainsMono). Edit:...
Actually, `CodeEdit`/`TextEdit` can break ligatures by submitting parts of the string as a separate spans to the `TextServer`: But I'm not sure what's the best way to do it, something...
This will require code highlighting to be integrated at the text shaping step, instead of the drawing step. And as a free bonus, it allows using different fonts for highlighting...
> as it will prevent forcing the use of AMD integrated graphics entirely when a dedicated GPU is present If I understand correctly, with `DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1` both devices should be accessible,...
I have not found much useful info how `VK_LAYER_AMD_SWITCHCHABLE_GRAPHICS` should work, but it seems broken (there are also plenty of similar issues with the layer on Linux, so it's not...
You can view Team ID of the free "Apple Development" certificate in the macOS Keychain, open certificate and look for "organisational unit" value. 
> Since https://github.com/godotengine/godot-cpp/pull/695, String::String(const char*) is now internally calling string_new_with_latin1_chars instead of string_new_with_utf8_chars. This is intentional, it's the same behavior as the Godot `String` is using in the engine code....
I agree that using UTF-8 is better, but this change should be done in both engine and gdextension at the same time (which will involve a lot of changes to...