It should be possible to implement this for PWAs though. I.e. let the service worker respond with a custom manifest . it might just take some time until the browser picks up the change and updates the icon.
Alternative Accounts:
It should be possible to implement this for PWAs though. I.e. let the service worker respond with a custom manifest . it might just take some time until the browser picks up the change and updates the icon.
Advertising any kind of payment / subscription that does not go through the store through which the app has been distributed, is prohibited by apple and google (not 100% sure about google, but fairly certain).
I have built my own launcher that consists of two rows of apps on the bottom of the screen which are auto populated with my most used apps. Additional there is a “swipe down to search” view for all other apps. Nothing else.
Regarding 3d models, you can:
Since you ask for the easiest solution, just use CSGMeshes for your maze and a cube or sphere mesh for your enemies.
It’s super easy. Having a goal like this is the perfect opportunity to learn how to use git, make PRs and what the difference between TypeScript and JavaScript is.
The problem is that firefox for some reason uses TLS 1.2 when pulling icons but vger.app only support’s TLS 1.3.
What’s the specific error that you are seeing?
What can it do that macos built-in screenshots and preview can’t do?
I’m curious. What workflow do you have that requires window snapping? I’m asking because I have no use for window snapping and I’m trying to understand why people require it.
Where is the definition of your signal? Would be best to compare that with your usage-site.
Also, in Godot 4 you don’t have to reference signals as strings, they exist as properties on your class. You should be able to reference the signal as i.e. TilemapMovement.movement_finished.connect(...)
Lazy-loading is exactly the opposite of pre-loading 😅