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Changes:

  • Calling int(instanceID()) used to not work, as it would create a generic numeric node without locking it in to being an int. Now, when a typecast call like int() is called on an existing strands node, it gets treated like a function call rather than a constructor.
  • Added a test using int(...) as an equivalent to floor(...) to create an instanced grid

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if (!gl.getShaderParameter(this._vertShader, gl.COMPILE_STATUS)) {
const glError = gl.getShaderInfoLog(this._vertShader);
if (typeof IS_MINIFIED !== 'undefined') {
if (typeof IS_MINIFIED !== 'undefined' || typeof p5 === 'undefined') {
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I added this because I noticed this was crashing in tests when we hit this path due to p5 not being globally available. Ideally we do something where we patch this method onto the class in the addon function, but given the size of these functions, this is maybe a poor fit. Maybe there's a better way to integrate FES into other module files?

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