The handedness changed on purpose.
I rewrote a big part of the generator to better handle mesh with mirrored UVs thanks to @mifth constantly and tirelessly asking for it
It fixed a lot of issues with normal mapping (one being that you donāt need to invert the red channel of normal maps generated by blender anymore).
But I guess I overlooked that issue. Getting back to āinTangent.wā break standard normal mapping unfortunately. So I guess I have more digging to do in the tangent generator ā¦sighā¦