Andrii Doroshenko

Results 129 comments of Andrii Doroshenko

As I'm thinking about it, my particular implementation is quite similar to `CollisionShape2D` in a way that both share and expose `Shape2D` resource, and the `VisualShape2D` allows to specify any...

Some discussion happened regarding being able to edit polygon-based shapes through `CollisionShape2D` node alone in godotengine/godot#21394, but reduz is not so keen implementing this kind of thing for physics-only stuff,...

This is now implemented in Goost: GoostGD/goost#2, so the proposal can be closed, unless other Godot core developers would like this feature to be available directly in the engine of...

I've also been working on other stuff in the meantime, and come up with boolean nodes in 2D thingy: goostengine/goost#39. `PolyNode2D` is basically like a base `Polygon2D` node which is...

Here's some current use cases of mine (if I understand the proposal correctly): ```gdscript # Use custom RandomNumberGenerator, or the global one: var ri = RNG.randi() if RNG != null...

It seems like there's no way to do this currently, I've tried the `fetch-depth` parameter but that's for number of commits. I think there should be like `recurse-submodules` parameter, at...

From what I've heard (mind you, just rumors), core devs planned a different approach with those plugins to be treated as regular projects (which could be nested), going for the...

I've started to create many sub-projects (sandboxes) for my main Godot project (to speed up development and not to worry about breaking other things in the main project), and I've...

I really think that the new [GDExtension](https://godotengine.org/article/introducing-gd-extensions) feature must have a way to share code between multiple projects. With C++ modules, you can do this by simply recompiling the engine...