Godot Engine – Multi-platform 2D and 3D game engine
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Sep 28, 2020 - C++
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Godot Engine – Multi-platform 2D and 3D game engine
We have a server that is for authenticating to AWS to be able to upload.
That server requires JWT for authentication. The XHR plugin supports custom headers.
Would it be possible to implement the same thing on the AWS plugins as well?
I would like to override the default remark plugins in the content-docs plugin: for example, to have control over the markup generated by remark-admonitions. Perhaps we could have an option to turn the default ones on/off?
Or alternatively: the content-blog plugin allows the options `beforeDefau
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The ability to set the language on the user creation form could be something useful on a multi user environment.
Hello everyone,
as I have noticed there is a slight inconsistency in the available languages flags in the readme other languages section and Translations table.
For example, some l
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#if !os(watchOS)
if #available(tvOS 10.0, *) {
let format = UIGraphicsImageRendererFormat()
format.scale = scale
let renderer = UIGraphicsImageRenderer(size: size, format:
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Currently, we have ckoWebHookUrl and ctApiUrl attributes inside config. We should get rid of ckoWebHookUrl and replace it to ctApiUrl in each place where old attribute has been used.
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I'm writing a simple test game with Bevy, and I'm using the parent/child structure to add a child entity containing SpriteComponents to the player entity. Now I have a system that takes the Player entity and updates it. However, when I want to update the sprite from this system, there appears to be no way to do this, since I cannot access the child entity holding the sprite components. It would be
Oct 1 - 31, 2020 • Online
We have currently simple GitHub page, but we need to think about it's update with some better design.