Winston
Winston
> Are you sure it only happens in 1.5.2? Ok after fiddling around with this a bit more, I can reproduce this in other versions as 1.5.2 too. Though, I...
Just for reference, for me this happened with only the heightmap plugin. So it may not be caused by other plugins. On another note: since I added some logging it...
> My plugin uses a custom ResourceFormatSaver. You mean other plugins using that system never failed to save their stuff? No, I mean that no other plugin was installed when...
> Isn't this better done with standard fragment shaders like in the [2D Sprite Shaders](https://github.com/godotengine/godot-demo-projects/tree/master/2d/sprite_shaders) demo? I think there is value in showing how to do it in compute shaders....
The compute stuff is not made for rendering. I don't think there even is a way to share data from a compute shader to the main rendering device in Godot....
@huisedenanhai that's really cool, but I think it's a bit offtopic for a Godot documentation issue. The best way to get this into Godot would probably be to open a...
Could be related to #90 though I am not entirely sure what the fix for that was. Will try with more up to date compiler again but I doubt that...
I see no problem then. Embedding the interactive tutorials sounds like a perfect solution as this will make it very easy to try them without any additional steps. Let's hope...
I only see methods for adding shortcuts to the editor settings. How would one clean up the shortcut when disabling the plugin? It would probably need some `remove_shortcut()` method, otherwise...
Would it be an option to have a "Paste" button? It is not ideal, but would be better than nothing. It would call out to javascript to open a focussed...