ivoyager.bsky.social
@ivoyager.bsky.social
Origin shifting is one. The other is the use of GDScript "float", which is double-precision, in scale-sensitive code. (Godot has a compile option for double-precision affecting Vector types, but we haven't needed to use that yet.) The remaining scale issues we do have are visual renderer problems.
December 20, 2025 at 5:41 PM