I don't know about Godot (I could be missing this feature if they added it) but I sure as hell can let you do that. I'm already storing the events as an array in the config file, after all.

In fact, I'm going to implement this option right now (at least the under-the-hood part, will make an UI for it later).

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  • [โ€“] 5 points 1 month ago* (1 child)

    So Godot STILL doesn't let you treat the InputMap.Actions as an editable array? Why? I remember suffering like hell to allow players to have main buttons, secondary buttons + gamepad rebindable keybinds, all because I couldn't simply do something like InputMap.set_action("action_jump", 1) = "whatever"

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  • [โ€“] 20 points 1 month ago (1 child)

    For the uninitiated, Tweening is an animation technique where between two frames a new frame is generated bridging the gap between them in an attempt to make animations smoother.

    In movies, it worked really well to make stop-motion special effects more lifelike but was largely abandoned by mainstream studios when CGI became the norm.

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  • [โ€“] 1 point 1 month ago* (last edited 1 month ago)

    First thought is make a bigger example with real game-play, so it's more than just an animation.


    I'm not sure I'm the target audience as I want something a bit more than cubes and stairs etc. Gridmap properly calculating at least convex exterior hulls (e.g. 2x3x2) into proper occupancy would be a big jump for the sort of 5-mesh workflow I have so far. Multi-scale could still be improved beyond that, too.

    Brush editors might be closer (in the sort of situation where something like a pillar/statue/fountain/table etc might be made that way and instanced) though even Quake-style geometry is probably a full-time skill. EDIT: extrusion probably would go a long way for me, though. A ceiling/wall profile isn't such an un-navigable feature.

    Especially as I'm leaning more towards textureless colors (which is why I prefer semi-modular pieces over CSG). I'm guessing per-instance shader parameters (for color modulate, glow multiplier) would work fine at first but may get lost during CSG operations (with vertex color support that wouldn't be an issue). I have started a palette so per-color materials is actually something I could do, but no I don't want dozens of materials for basic color... I already am trying to narrow down a dozen materials for different surfaces/uses.

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  • [โ€“] 13 points 1 month ago

    I was profiling a project of mine which was using a lot of raycast, and noticed that 50% of the time was spent just on creating and filling the response dictionary

    So i started looking into making methods that would avoid the dictionary, then i realized i should check if anyone there had been any discussions around this

    Found like 3 MRs, and the one that ended up being merged had been approved just 8 minutes before i found it

    I love how every time i have a problem in godot, the next version fixes the issue or adds the feature i was missing, it's great

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  • [โ€“] 1 point 1 month ago* (last edited 1 month ago) (1 child)

    Youtube encoding doesn't help, but I'm not sure about the "fire" effect here.

    It reminds me of when I turned Minecraft's end skybox into a purple-ish Moirรฉ pattern (no shader needed, just a checkerboard texture viewed at a distance+angle).



    Back to Godot, I made a toon-like light shader with the step function being the important bit*. It is probably good enough to use, though it's a bit frustrating how I can't seem to keep input colors accurate. Ambient color works acceptably, though I somewhat wish I could control it more, also seeing issues with light range/multiple lights.

    I also haven't found a good way to handle light color. I can ignore it or mix color (can look ugly). It's probably possible with dot() but I can't seem to do it right.

    Using HSV is probably needed here, although to me it seems like an absolute mess without it being built-in.

    * unshaded+1 shadow w/ambient with DIFFUSE_LIGHT = , 5(?) shades with DIFFUSE_LIGHT += but it's also too bright

    EDIT: I've figured it out by going by the docs again, I did need ATTENUATION and += to properly handle shadows and multiple lights respectively. I also have LIGHT_COLOR with dot() in a way I like (currently handling it in each rgb channel), though it can still render incorrectly if looking through a spotlight of a different hue (attenuation makes it worse).

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