Jimmy/khhs
Jimmy/khhs
I sadly do not, but it is easy to replicate: make 2 parallel bones and connect them with a muscle, it *should* infinitely grow and very quickly fall off the...
I'd love to attach the video I've been using, but I am currently on limited and slow data.
After further investigation, it seems like `TryGetFrame`(or possibly `GetFrame`) is the root of the problem. When using `TryGetNextFrame` it seems like it suddenly works. I'll do some more testing!
Even more investigation later, and these kinds of errors seem to be more random that I thought. All of a sudden `TryGetNextFrame` stopped working... I wonder if it has something...
I am calling TryGetFrame from the same thread I do all FFmpeg stuff. I managed to get ogv to work smoothly, mp4 and mov had their own issues(mp4 was "reiniting...
Got some extra points that I believe aren't mentioned. I don't know if this point is what 7 is supposed to state, but there's the overbearing issue of scam ads....
I support this as well, rolling out the support seams like a great solution by starting with just a single rumble value per gamepad/joystick/controller, maybe adding stuff like HD/multi-motor rumble...
I noticed that this might be something missing from Silk.NET instead of OpenTK :sweat_smile: But if something happens to be missing, I'd guess it should be 5? 5 is the...
As you can see, I opened the same(ish) issue in the glslang repo. [direct link](https://github.com/KhronosGroup/glslang/issues/3196)
Managed to figure out GDB and narrowed it down to `ImGui::GetMainViewport()` being called within `ImGuizmo::BeginFrame()`. Time to figure out why that's asserting.