I likewise don’t really use Godot, but for graphics in general, the 4th coordinate is important, even if it is “usually” 1. It’s most obvious to correctly interpolate near the poles of a sphere with a single rectangular texture, but think for a minute what “near” means.
Back to the main point though: the important things we normally rely on for matrix math are associativity (particularly, for exponentiation!) and anticommutativity (beware definitions that are sloppy about “inverse”).
I’ve done something similar. In my case it was a startup script that did something like the following:
git fetch
for your main development branch (the one you perform the real merges to) and allpull/
refs (git does not do this by default; you’ll have to set them up for your local test repo. Note that you want to refer to the unmerged commits for these)git bisect
for this since you explicitly do not want to try commit from the middle of a PR. It might be simpler to whitelist or blacklist one commit at a time, but if you’re failing here remember that all tests are unreliable.