Ricardo Buring

Results 41 comments of Ricardo Buring

~~Besides the above comment~~ the code looks fine to me and it fixes the issue.

The workaround is to compose your moving platform like this: ![sync_to_physics](https://user-images.githubusercontent.com/229837/195134800-d1ff2974-342b-4293-bea2-fd07d42e58b5.png) and make the `RemoteTransform3D` node push its transform directly to the `AnimatableBody3D`. This is because the `AnimatableBody3D` with the...

You're welcome for the workaround. This still needs to be documented or fixed, so let's keep this open until that's done :)

@GNSS-Stylist As I wrote above, `AnimatableBody3D` only reacts to changes of the *local* transform. In your scene you are rotating the `Rotator` node which is the *parent* of the `AnimatableBody3D`,...

The input you're passing to `rotated_local` is in the wrong coordinate system. If you want to rotate around the local Y and X axes you should pass in `Vector3.UP` and...

Personally I would macro-fy only the human-readable text description and take the function parameter names as parameters in the macro. That way you can apply the macros also to slightly...

What's the best way to disable 2D physics tests when the physics server is the dummy physics server?

@smix8 I think we shouldn't rely on a define like `MODULE_GODOT_PHYSICS_2D_ENABLED`, because another module may provide a non-dummy physics server. This is maybe not so relevant right now, but it...

@BastiaanOlij > The challenge here is to register the new renderer so it can be selected I'm not sure how helpful this is, but see - https://github.com/godotengine/godot/pull/65427 for how this...

In the latest push I added a special case for the WebXR demo export preset, to add the polyfills using `sed`.