realgdman

Results 16 comments of realgdman

Hello, I have made some progress (basic rendering on windows- im using ZT for GL, mouselook - disabled physics for now). I'll post link here, it's pretty messed up, but...

I have encountered same problem. Windows, Zig is 0.10.0-dev.3475+b3d463c9e. On a side note, I think it uses local zig-cache in repo folder, not global one. Even fiddling with official `@This()`...

@ratfactor oh I got it, I misunderstand wording about "self parameter" and was fixing declaration instead of call.

I haven't found workaround on plugin side (haven't tried replacing all preloads with load tho...) But building Godot after `git revert 2ceb93b` indeed helps, so it's certainly that commit.

I've encountered same error on my desktop (windows 7). Increasing pagefile to >9 Gb helped. Then something else prevented building, I haven't digged there yet.

> Ah, just tried that; again, hitting errors, this time i'ts a little more concrete. `/home/user/Documents/Development/Personal/aseprite/src/app/ui/color_selector.cpp:475:39: error: too few arguments to function call, expected 2, have 0 p.setShader(builder1.makeShader());` I ran...

@dacap well you right, I forgot to switch from m96. But it was working, lol. I didn't test thoroughly but my drawing workflow was not affected. Rebuilding now, thanks

I like idea, but why not other way around? = { } emits { }, and = _ emits = default, because it is already close to meaning "insert what...

It is statement (in layman word, it states a fact) that left side equals to right side. I don't think it's a problem, `=` has meaning like a `a

Does that works because `=` assignment returns/has a value? It is natural for C/C++, but there are languages where assignment doesn't return value. Also returning value from `=` doesn't have...