lawnjelly

Results 122 comments of lawnjelly

> I was looking around other game engines and I have an idea for the `query_path` API. > > ```c++ > void query_path_async(const Ref &p_query_parameters, Callable p_query_result_callback); > ``` >...

A quick google suggests `gl_FragDepth` is not supported on GLES2 (at least in the base spec, it is with `EXT_frag_depth`, which may be widely supported hence the problem occurring rarely)....

Thanks for comments. Agree on the threading, I'll add the suggestions to the PR when I'm back at home next week. 👍

## Stack friendly fixed size MultiRect After trying an approach using a thread safe pool of `MultiRect`s for fonts etc, I decided I preferred the approach of avoiding the mutex...

This looks okay to me as far as I can see, but I'm not familiar with the gdscript parser at all. @vnen would you be able to take a quick...

Thanks! No response from gdscript team, but this looks fairly straightforward and I'm satisfied if there are problems we can revert and fix. :+1:

Have you got enough border area around each UV island? Typically you would use an automated dilate to duplicate edge texels around UV islands, but for drawn stuff, you can...

Dilated texture seems to fix it for me: ![Lily](https://github.com/godotengine/godot/assets/21999379/ca37613e-9413-4696-b2c9-3f303277af97) Here is more info on edge padding: http://wiki.polycount.com/wiki/Edge_padding

> I'll push these too, but I don't understand what some of the files are for, so I'll appreciate a review to make sure I'm not going over the top...

Also agree with @akien-mga this looks fine barring the commit message. If you no longer want to update this PR do let us know and we can sort out the...