Kir Evdokimov
Kir Evdokimov
Ok, got it. First of all we declare our wrap module but never export it from `index.d.ts`: https://github.com/toji/gl-matrix/blob/fccd5f707432ec5cc1774575be84c9f901a198d0/utils/bundle-dts.js#L37-L38  --- https://github.com/toji/gl-matrix/blob/fccd5f707432ec5cc1774575be84c9f901a198d0/utils/bundle-dts.js#L10 --- Second, even if we replace `declare` with `export`...
The expected behaviour is that when we change components, it changes in scene file, but not when we change material manually. Unfortunately I am not into Unity anymore and, if...
I have done some research. Unfortunately it works not as I expected. Unity Sprite Editor impact to some internal things that squeeze UV of the image, so I cannot control...
Oh I see I didn't get your question right. I need to review pull request #14. So check if this works just fine for you @Warianos.
Hi @smxthereisonlyone! The idea sounds good, but unfortunately, masks in Unity works via stencil which does not support soft cut, so I am not sure it is possible to easily...
Temporary solution is to import default and cast to an unknown ``` import generalize from "@jscad/modeling/src/operations/modifiers/generalize" ... const generalizedpolyh = (generalize as unknown as any)({ triangulate: true }, polyh); ```
@brianpmaher could you add this to a project as a Component or a Property to an existing component and PR?
Hi @rpo6oBLLjuk, I didn't change the link. I assume this may be related to github updated host key. Can you check this out? https://github.blog/2023-03-23-we-updated-our-rsa-ssh-host-key/
Hi, thank you for your contribution! I see many indentation issues, can you solve them before we can merge it?
Thank you @xiabob! I hope you tested all presented scenarios because I can no longer check builds by myself. Let me know if it is and we can merge it...