blamster19, blamster19@programming.dev
Instance: programming.dev
Joined: 3 years ago
Posts: 4
Comments: 9
Posts and Comments by blamster19, blamster19@programming.dev
Comments by blamster19, blamster19@programming.dev
It was “Local to Scene” tick in the AtlasTexture’s Resource group that had to be checked to make the atlas unique to an instance. Thank you.
Yes, that was it. Thank you! So even though the instance has unique variables, the settings of a texture are not unique by default?
Oh, then maybe a better word would be ‘depressing’ or ‘alarmist’ depending on your angle. I found it amusing that they didn’t shy away from the topics of bullying and peer pressure enabled by unrestricted access to technology, while also not succumbing to typical ‘technology bad’ trope. Imo the message was very well balanced, but that’s just Pixar being Pixar.
What was macabre about it?
I use KDE Connect. Works well with Tailscale when I’m outside my home network.
Minecraft recently changed its versioning scheme so the next release will be Minecraft 26.
Thank you, you brought up a good point about them selling data. What alternatives do you suggest to expose my service to the internet for personal use away from home?
He made the 2003 Clone Wars
Thank you. I thought that maybe there is some more 'official' way of such tile composition, but if not, then I will settle for some clever tile design to maximize reusability, at least for now. I don't want to overcomplicate things just yet.
It was “Local to Scene” tick in the AtlasTexture’s Resource group that had to be checked to make the atlas unique to an instance. Thank you.
Yes, that was it. Thank you! So even though the instance has unique variables, the settings of a texture are not unique by default?
Noob question about instancing and variables
Hi all, I’m new to Godot and recently returned to my project that I have started last year. I’ve been trying to create a reusable button and use it in my GUI scenes. I created a separate scene round_button.tscn which has the following structure:
Oh, then maybe a better word would be ‘depressing’ or ‘alarmist’ depending on your angle. I found it amusing that they didn’t shy away from the topics of bullying and peer pressure enabled by unrestricted access to technology, while also not succumbing to typical ‘technology bad’ trope. Imo the message was very well balanced, but that’s just Pixar being Pixar.
What was macabre about it?
I use KDE Connect. Works well with Tailscale when I’m outside my home network.
Minecraft recently changed its versioning scheme so the next release will be Minecraft 26.
Unit testing in Godot + Rust
I'm using godot-rust bindings to provide some additional functionality to my codebase. I wrote methods associated with a struct that I would like to use in my game and made a few unit tests to ensure that they're working correctly. After godotifying my struct with attributes described in Hello World section of the godot-rust book I got a slew of errors, some of which are about initialization of the struct in test functions. After clearing them all and executing MyClass:new_alloc() at the beginning of a test function the compiler complains that Godot engine is not available. I hit a roadblock because I don't know how to execute tests in Godot environment. Changing #[test] to #[itest] makes the code compile but that's because it executes 0 tests; from what I see itest is meant for developing godot-rust anyway. What is the preferred way of unit testing godot-rust code?
Thank you, you brought up a good point about them selling data. What alternatives do you suggest to expose my service to the internet for personal use away from home?
loophole.cloud tunnel service
Hello all! I've been getting into self-hosting stuff and ran into an issue with port forwarding my services to the internet. I don't have access to my router's config (provided by ISP), so I researched tunnels and there is ngrok, Cloudflare Tunnel and other more well-known reverse proxy services, but I also stumbled upon loophole.cloud. I can't find more information about it except a few Reddit comments here and there. Has anyone here actually used it and can say a few words about it?
He made the 2003 Clone Wars
Thank you. I thought that maybe there is some more 'official' way of such tile composition, but if not, then I will settle for some clever tile design to maximize reusability, at least for now. I don't want to overcomplicate things just yet.
Isometric tile composition
I'm new to Godot and I'd like to make a game with 2d isometric graphics. There are lots of tutorials on using tilesets, but every one I've seen so far uses one image per one tile (even if they're put together in one large spritesheet) like so: