wwwizzarrdry

Results 13 comments of wwwizzarrdry

Seems to be anything I throw at it the Sonos api. I can upload the logs in a little bit, but it's definitely not specific to your implementation as this...

TL;DR This was a Plex/Certificate issue not accepting https URIs. So interestingly enough, this whole time I've been trying to use SSL for my plex uris, but i just tried...

Thanks for the info. Strange that I get different error codes depending on how I queie the track though. You'd think that a cert error would return the same error...

> What would step 3 be to integrate with React then? @jhenrich This worked fine for me in my Vue project. So it should be, relatively, the same for a...

So you're just not supposed to use GPUParticle3D in Godot? How is this still an issue in 4.2.1? What's really bizarre is that removing and re-adding the particles node doesn't...

> @wwwizzarrdry I have to remind you that we have a [Code of Conduct](https://godotengine.org/code-of-conduct). Please stay constructive. Ok, Hugo. I'll check back in another 6 years I guess.

For my use case, I enable marker dragging on the `contextmenu` event of a photo marker, which allows them to overwrite/update the exif gps data of the underlying image associated...

Don't know the specifics, but it's something as follows: Upon losing power, the controller's disconnected state is saved in memory and every attempt to power-up the controller results in the...

> Looks like SDL fixed the issue upstream in this commit: [libsdl-org/SDL@1da5b2e](https://github.com/libsdl-org/SDL/commit/1da5b2e488cc53534de939ae3c56e5cca7230f73) > > This issue would be fixed once Ryujinx updates to a version of SDL that includes that...

> Not really a useful workaround though as this causes Ryujinx to spit out thousands of "FOSSILIZE shader cache location" errors. Doesn't prevent the game from launching, but the resolution...