wihrl

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Have you figured this out? When I try to share models across several users in Blazor server, I end up getting: ![image](https://user-images.githubusercontent.com/57505542/166517590-15f20424-4322-4e65-9670-6b09a1eb5ecf.png)

welp, for now i'm using this as a workaround: ![image](https://user-images.githubusercontent.com/57505542/149199639-b9f5f184-3d36-4e2e-8e98-521a3be6e658.png) which, of course, breaks camera.screen_to_world ![image](https://user-images.githubusercontent.com/57505542/149199762-64a90d20-2f7b-42ee-9acf-e5ddce5381d3.png) ![image](https://user-images.githubusercontent.com/57505542/149199940-652ba679-1444-438a-88fe-95f2be15516c.png)

Probably not documented anywhere, but I'd assume that since Godot 4 is now just using the regular .NET runtime, there's nothing preventing this from working. I mean, it already _kind...

I found a workaround by using reflection to poll MethodBody.LocalSignatureMetadataToken. ``` /// /// Using the standard .NET Hot Reload support does not work with Godot. /// This class serves as...

I'm trying to create an animation for adding and removing items. Basically when something is added play an animation and when something is removed first play an animation and then...