est.social on üks paljudest sõltumatutest Mastodoni serveritest, mida saab fediversumis osalemiseks kasutada.
est.social on mõeldud Eestis üldkasutatavaks Mastodoni serveriks. est.social is meant to be a general use Mastodon server for Estonia.

Administraator:

Serveri statistika:

87
aktiivsed kasutajad

#godot

44 postitusega19 osalejaga0 postitust täna

🚨 A patch for the GUI scaling article is incoming!

Check out the new section that covers a workaround for built-in controls! Styleboxes and 9-patch textures are still in need of a solution, but icons — icons are simple to fix now 😎

humnom.net/thoughts/67b7374e-t

The demo project has also been updated with new tricks ⛷️

github.com/YuriSizov/godot-gui

humnom.netThe simplest way to scale UI in GodotGUI scaling techniques and tricks for Godot games and apps
Vastatud lõimes

Anyway, I ended up making my own nav-mesh generator, to satisfy my need for nice and orderly shapes.

It uses the vertices and surface normals in a given mesh, to decide what surfaces should be part of the nav-mesh.

And far as I can tell, it's working beautifully.

I appreciate your work, author of the NavigationRegion3D node, I really do... but can you please not be so opinionated about how much floating point precision you think people need? So much so that you even override the user's floating point precision settings to round numbers up to 2 decimal places?

I can't even set the cell size to 1/8th or 1/16th, without this tool rounding cells up to an irregular value that creates all kinds of artifacting and errors in the navmesh of my otherwise nice, orderly grid tiles.

I'm about to just write my own navmesh editor, I swear...

Hi everyone! Do you remember the digital clock shader I created here some time ago? It was one of the first 2D shaders I used in a 3D project, and the result looked very usable. I think a shader simulating a classic analog clock could have a similar application, and that's exactly what we'll be creating today. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
youtube.com/watch?v=1KOGr3CovR

Hi everyone! In this video, I would like to demonstrate a shader that reacts to mouse clicks and movements. It is a variation of a shader displaying the Mandelbrot set, which I created here about a year ago. This time, however, we will enhance it by adding the Julia set at a point chosen by the user, and we will add more control elements, all of which will be controlled by the mouse. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
youtube.com/watch?v=zQYqRHL6V8

Vastatud lõimes

@b0rk Didn’t switch to Vim in 2025, but I did around 2022 if that’s relevant.

In college (graduated in 2020), one of my computer science professors only used Vim and recommended we learned it (so I tried a little but didn’t fully use it, but I did learn the basics).

Then my first job out of college involved writing code in a SSH’d setup, and getting VSCode ssh didn’t work well with the multiple ssh hops needed (and all of my (older) coworkers used Vim, except one who used emacs), so I used vimtutor and basically used vim full time at work.

In 2022, I started using neovim at home for recreational programming. At my current job, I use VSCode but with Vim keybinds.

And now that I’m recreationally using #Godot, I wish I had a good way to use Vim keybinds in it.