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erodozer.moe
ero
@erodozer.moe
Senior Software Engineer / Artist 🔞

🌷

🍔 site: info.erodozer.moe
🍔 live: stream.erodozer.moe
🍔 code: github.com/erodozer
spent time today refactoring the action editor a little so it's no longer a singleton tied to the main model. With this, you can now directly open up the model bindings for live2d items and edit them while they're in your scene, as well as set the active expression on the item right from the panel
November 15, 2025 at 10:08 PM
Baking Nyarupad parameter support directly in

Unlike keyboards, gamepads are easier to detect input from in Linux since there's no window focus associated with them. Godot uses the SDL joypad database, allowing it to handle most XInput style controllers

(apologies for my button mashing 🙃)
November 7, 2025 at 8:04 AM
more compatibility progress, started working on being able to load L2D models as items.

Tracking graphs are loaded, so it will work the same way as when configured as a model, including any hotkey bindings. Goal was to support tablet and gamepad assets. Pinning works like any other item.
November 5, 2025 at 10:57 PM
got really side tracked focusing on getting walls to fade properly for my aesthetics. I still feel like I've only scratched the surface since I never really design 3D games. I tried so many different approaches to detect objects between my player and camera before discovering ShapeCast3D.
October 28, 2025 at 5:21 PM