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Hugo Locurcio Calinou Troyes, France https://hugo.pro Open source software and game developer.

Calinou/awesome-gamedev 1207

A collection of free software and free culture resources for making amazing games. (mirror)

Calinou/0x0 13

curl wrapper script to upload local or remote files to 0x0.st

Calinou/0ad-assets 4

Free, libre 0 A.D. assets/textures

Calinou/awesome-design 4

:flags: Best UI/UX Design Sources For Developer & Designer Ever :)

Calinou/Awesome-Linux-Software 4

🐧 A list of awesome applications, softwares, tools and other materials for Linux distros.

2shady4u/gdscript-performance 3

Projects for checking Godot's CPU and GPU performance

Calinou/armory_docs 1

Armory Documentation

Calinou/awesome 1

A curated list of awesome lists

Calinou/awesome-command-line-apps 1

:shell: Use your terminal shell to do awesome things.

Calinou/awesome-electron 1

Useful resources for creating apps with Electron

issue commentgodotengine/godot

Duplicate/inheritance does not make all resources unique

@Mietzsche81 I think an enum is a better way to go about it, as it's easier to reason about (especially for people less knowledgeable with bitmasks).

chucklepie

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issue commentgodotengine/godot-proposals

Switch from current debugger protocol to DAP

See also https://github.com/godotengine/godot-vscode-plugin/issues/72.

ofrank123

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Hugo Locurcio

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Improve suffix documentation in Importing 3D scenes This closes #2232.

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Hugo Locurcio

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Improve suffix documentation in Importing 3D scenes This closes #2232.

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Hugo Locurcio

commit sha 2c04e2423fc75abeb9517df92b2b4155a4b1b03a

Improve suffix documentation in Importing 3D scenes This closes #2232.

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issue closedgodotengine/godot-proposals

Add Unit Testing for the engine development process

Describe the project you are working on: FBX Importer Describe the problem or limitation you are having in your project: We can't write a unit test easily which runs on our CI every commit for the C++ side of godot. We can't write unit tests for /modules/fbx_importer etc. We have complex code that needs simple test cases declared for it without making breaking changes. Describe the feature/enhancement and how it helps to overcome the problem or limitation: We can integrate a testing framework that allows for tests to be written for the engine. Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams: At the moment unit tests are not run when any commit is made to the engine, this needs to change, we need automated C++ unit tests for the engine which run and are completely independent of the engine.

Additionally if someone finds a bug in the engine and can fix it, they could also write a unit test to be sure it doesn't return.

Meaning when we do a release we have some regression testing and basic unit tests for core and other modules.

I propose we implement our own testing interface or use the doctest PR.

Doctest - little build time increase

doctest has a limitation which won't work in shared libraries without hacks since tests are compile-time, most frameworks have this limitation. https://github.com/godotengine/godot/pull/30743 - this has a limitation of not being able to easily test modules.

Rolling our own - not too hard to maintain but requires code which doesn't use core Godot types - minimal build time increase

We can also optionally roll our own solution, this would let us test across modules/core/whatever folder in the engine, so tests could be in modules/fbx_importer/tests for example.

The reason you would use non-godot types here would be you can't test yourself or in-engine types they could cause issues with the results or with how the tests execute.

https://gist.github.com/RevoluPowered/33e154902fa668f7ac87bcabd55d9295

This could easily be integrated into GDScript too, this is pseudo code / c++

Catch 2

PERF

Google test - too big for godot source to add

If this enhancement will not be used often, can it be worked around with a few lines of script?: no, this would be integrated into our CI/CD pipeline for each build to ensure the same behavior. Is there a reason why this should be core and not an add-on in the asset library?: yes, we need to write unit tests for core/ and for modules/fbx_importer

closed time in 6 hours

RevoluPowered

issue commentgodotengine/godot-proposals

Add Unit Testing for the engine development process

This was implementged in https://github.com/godotengine/godot/pull/40148, closing.

RevoluPowered

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issue commentgodotengine/godot

An Organisational Framework for Automated Testing

For those stumbling upon this issue from a search engine, note that unit testing using doctest has been integrated into the Godot development process.

jejay

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issue commentgodotengine/godot

Run Godot on travis as part of the tests

For those stumbling upon this issue from a search engine, note that unit testing using doctest has been integrated into the Godot development process.

touilleMan

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issue commentgodotengine/godot

Unit Testing Framework

For those stumbling upon this issue from a search engine, note that unit testing using doctest has been integrated into the Godot development process.

firefly2442

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Hugo Locurcio

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Improve suffix documentation in Importing 3D scenes This closes #2232.

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issue commentgodotengine/godot

Godot binaries aren't code signed for macOS

I made a website about disabling macOS Gatekeeper: https://disable-gatekeeper.github.io/

donkeybonks

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issue commentgodotengine/godot-proposals

Make lights set to 'Bake Mode All' stop lighting baked objects

Also what's the point of baking a light on 'Bake Mode All' if is still going to dynamically illuminate (wasting resources) baked objects?

You should disable the light after baking using the "All" bake mode. However, the light baker should still take it into account, so you should enable it again before re-baking the light.

Janders1800

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issue commentgodotengine/godot

The Rigidbody2D cannot rotate after set the CollisionShape2D disabled first and enabled later

@lukepass Please create a new issue with a minimal reproduction project attached.

spkingr

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issue commentgodotengine/godot

Restructure AnimatedSprite editor icons

Closing as resolved per @tom-jk's comment. Please open a proposal if something else should still be added or changed.

TheDuriel

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issue closedgodotengine/godot

Restructure AnimatedSprite editor icons

<!-- Please search existing issues for potential duplicates before filing yours: https://github.com/godotengine/godot/issues?q=is%3Aissue -->

Godot version: <!-- Specify commit hash if non-official. --> 3.1

Issue description: <!-- What happened, and what was expected. --> I keep clicking on delete animation, when it want to delete a frame instead.

Animation and frame tools need to be cleanly seperated from one another.

Additionally frames should be drag and dropable, instead of requiring the move frame buttons on the right.

Rough example if what it could be image

closed time in 12 hours

TheDuriel

issue commentgodotengine/godot-proposals

Consistency: move_and_slide and move_and_collide both taking/not taking delta into consideration

Duplicate of https://github.com/godotengine/godot-proposals/issues/1192.

Sslaxx

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issue closedgodotengine/godot-proposals

Consistency: move_and_slide and move_and_collide both taking/not taking delta into consideration

<!-- Please fill in all the questions below and don't remove any of them. Proposals not following the template below will be closed immediately. -->

Describe the project you are working on: N/A - applies to any project using KinematicBody*.

Describe the problem or limitation you are having in your project: move_and_slide takes delta into consideration. move_and_collide does not. This inconsistency can (and does) cause confusion, and sometimes people may use delta incorrectly (i.e., using it with _and_slide or not with _and_collide).

Describe the feature / enhancement and how it helps to overcome the problem or limitation: Making both functions use delta consistently. Either, both require delta to be explicitly included, or not.

Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams: Not really a proposal, but neither does it fit in with the main issue tracker as it is not a bug.

If this enhancement will not be used often, can it be worked around with a few lines of script?: This is not about "working around", so N/A.

Is there a reason why this should be core and not an add-on in the asset library?: Again, dealing with core functionality, so N/A.

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Sslaxx

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Hugo Locurcio

commit sha 6a325fb3a5bffa4936bc522fc619b38e89f0dae2

Add a GUI theming override demo Overriding theme items is a common point of confusion. This demo should hopefully make it easier to understand. In the future, we could extend this demo to include things like theme switching as it's a common need in non-game applications.

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PR opened godotengine/godot-demo-projects

Add a GUI theming override demo

Overriding theme items is a common point of confusion. This demo should hopefully make it easier to understand.

In the future, we could extend this demo to include things like theme switching as it's a common need in non-game applications.

See also https://github.com/godotengine/godot/pull/41018.

+286 -0

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PR opened godotengine/godot

Improve the documentation related to overriding GUI theme items

Overriding theme items is a common point of confusion. Hopefully, these code samples should clear things up.

+29 -5

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Pull request review commentgodotengine/godot-docs

Split gdscript intro into two pages

 below for you to useful.  Advanced note : Built-in types are stack-allocated. They are passed as values. 
*Advanced note:* Built-in types are stack-allocated. They are passed as values. 
balloonpopper

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issue commentgodotengine/godot

Auto-complete not working for autoloaded global scripts

Related to #40537.

isHaacK

comment created time in 17 hours

IssuesEvent

issue closedgodotengine/godot

Autocomplete for custom singletons not working

Godot version: Tested with both 3.1 Stable and 1d9233c38

OS/device including version: Windows 10

Issue description: Autocomplete for the parameters of custom singletons is not working. For example: If i have a singleton named Global and i try to call a function from it in another script called execute_app that has a parameter called p_app, then i will get autocomplete as far as Global.execute_app(). It does not show me the parameters i can pass and their types.

Steps to reproduce: I'm not sure if this is expected behavior. If not, i will try to recreate it and attach a project.

closed time in 17 hours

zaksnet

issue commentgodotengine/godot

Autocomplete for custom singletons not working

Closing in favor of #40537, which has more information about the issue at hand.

zaksnet

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issue closedgodotengine/godot

Character " ď " in filename when exporting for android. Apk file cannot be installed

Version 3.2 for Ubuntu 20.20

Added a loď.png file which contained " ď " character in filename. Exporting for android and then manually installing using adb install returned: <pre>adb: failed to install android.apk: Failure [INSTALL_PARSE_FAILED_NO_CERTIFICATES: Failed to collect certificates from /data/app/vmdl1712501736.tmp/base.apk: File assets/.import/loď.png-e8bb301e9075ab97686d1e3642e772f8.stex in manifest does not exist

Direct export (using the android button in godot) returned a Load Error: Could not install to device

When i renamed this file to lod it started working as intended. I am aware that this may be due to limitations of android but I think there should be a warning or something. <!-- What happened, and what was expected. -->

Steps to reproduce: Create a new project. Add a file with a special character like " ď " (I haven't tested any other). Try to export for android

Minimal reproduction project: <!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. --> Asteroids.zip

closed time in 17 hours

BastionInCzech

issue commentgodotengine/godot-proposals

R Lang

Also, please note there are currently no plans to support more programming languages in Godot. That said, it's likely possible for a third party to create a GDNative binding that would let you use R with Godot.

ranalytica

comment created time in 17 hours

Pull request review commentgodotengine/godot-docs

Split gdscript intro into two pages

 assign to it:: Data ---- +.. _doc_gdscript_variables:+ Variables ~~~~~~~~~ +A variable is some data that is stored with an associated label. For example+you could store a variable "fruit" which contained the contents "apple".
A variable is some data that is stored with an associated label. For example
you could store a variable called ``fruit`` which contains the string ``"apple"``.
balloonpopper

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issue commentgodotengine/godot-docs

Downloaded ePub says "The book is corrupt." when opened in Apple Books app.

@hazarek Please calm down. Godot is a community-developed project with no warranties made (as per its license).

ePub builds have been re-enabled recently (see https://github.com/godotengine/godot-docs/issues/3789). Maybe we'll have to disable them again. That said, I'm not sure if we can remove old ePub downloads from Read the Docs entirely.

botteu

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issue commentgodotengine/godot-proposals

Anti-aliasing in 2D

@nathanfranke SSAA is already supported. See the 3D viewport scaling demo (which can also apply to 2D the same way).

nathanfranke

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Pull request review commentgodotengine/godot

Improve Vector2.angle() description

 			<return type="float"> 			</return> 			<description>-				Returns this vector's angle with respect to the X axis, or [code](1, 0)[/code] vector, in radians.+				Returns this vector's angle with respect to the [code](1, 0)[/code] vector (i.e. [constant Vector2.RIGHT] has the angle of 0), in radians. The result is always positive.

I think it would be better to say "The result is always greater than 0." or "The result is always greater than or equal to 0.".

This way, we can know whether the value can be equal to 0 or not. Even if it might be obvious from the description, it doesn't hurt to clarify it :slightly_smiling_face:

KoBeWi

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issue commentgodotengine/godot

Does UWP export works?

If "improved" means "implemented" then that would satisfy my requirements and I wouldn't need UWP specifically.

Windows should already support touch events. There are multiple pull requests about it that have been merged in the past: https://github.com/godotengine/godot/pull/14346, https://github.com/godotengine/godot/pull/19708

If there are bugs, please report them :slightly_smiling_face:

AlexBSoft

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issue commentgodotengine/godot

Workaround for SVG assets when NanoSVG fails

@mechPenSketch OP means you could use Inkscape to export your SVG assets to PNG files.

DleanJeans

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issue closedgodotengine/godot-proposals

"Save Project As" option in Project menu.

Describe the project you are working on: I want to make a checkpoint and branch off my my project into new horizons. So if I get an oopsie woopsie, I can always go back.

Describe the problem or limitation you are having in your project: It takes 20 seconds to make a copy of the project folder and import it into Godot, but that's 10 seconds too long

Describe the feature / enhancement and how it helps to overcome the problem or limitation: In the Project menu, add an option to duplicate/save-as a project. It would work as a "save As", and you would just change the name. By default, it would be set right next to the original folder.

Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams: Add option that pops up a save-as menu, whose default directory is the parent directory of the current project.

If this enhancement will not be used often, can it be worked around with a few lines of script?: I think it might be used often. At least, more often than some other options there.

Is there a reason why this should be core and not an add-on in the asset library?: It's ezpz to implement, and it's basic functionality.

closed time in a day

pajcek11

issue commentgodotengine/godot-proposals

"Save Project As" option in Project menu.

Duplicate of https://github.com/godotengine/godot-proposals/issues/227.

pajcek11

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issue closedgodotengine/godot

Godot Mono Connecting Callbacks in C#

Godot version: 3.2.2.stable.mono

OS/device including version: No need for this issue.

Issue description: On Godot Mono, connecting callbacks from other nodes just work fine. But in C#, the function generates outside of the class, which result an error. Like this,

using Godot;
using System;

public class ReturnToTitle : Node2D
{

}

private void _on_Back_pressed()
{

}

It's easy to fix but still can be automated.

Can you make a way that results like this,

using Godot;
using System;

public class ReturnToTitle : Node2D
{
	private void _on_Back_pressed()
	{
		
	}
}

instead of that.

closed time in a day

CodeEasyYT

issue commentgodotengine/godot

Godot Mono Connecting Callbacks in C#

Are you using an external editor? The Make Function option is said to do nothing when using C#: https://github.com/godotengine/godot/issues/23208

CodeEasyYT

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PR opened godotengine/godot

Document HTTPRequest not supporting request data with GET method

This also improves the HTTPClient class documentation to be easier to read and more informative.

This closes #40564.

+4 -2

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issue commentgodotengine/godot

Region taken from AtlasTexture is inaccurate if taken from edge

We should find a suitable place to document this limitation (which tends to be common to all 2D renderers out there, not just Godot). Which page/class should this information be added to?

jgodfrey

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issue commentgodotengine/godot

Custom class not working in HTML5 build with 3.2.3 RC3, but it works in RC2

If you can compile from source, can you try bisecting the regression, please? It should only require building an HTML5 export template a few times, since the commit range between 3.2.3rc2 and 3.2.3rc3 is quite narrow.

ChronoDK

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PR opened godotengine/godot

Improve editor tooltips related to debugging

Some option names have also been made longer as we can afford using more space to display them.

+23 -11

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Hugo Locurcio

commit sha a46802f07c7e98868be25b10325088d8a47133d9

Improve editor tooltips related to debugging Some option names have also been made longer as we can afford using more space to display them.

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PR opened godotengine/godot

Reviewers
Reference the online documentation in collision layer/mask properties

See https://github.com/godotengine/godot-docs/pull/3863.

+21 -21

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Hugo Locurcio

commit sha f3e24e46b7f9a2c57e46210909cf5795028590b9

Fix code block formatting and reference in Physics introduction

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balloonpopper

commit sha c40d74e19b4495dc365e3daa2bca59eb53774a06

Added examples for collision layer masks (#3863) Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> Co-authored-by: Balloonpopper <balloonpopper@git.com>

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PR merged godotengine/godot-docs

Added examples for collision layer masks enhancement

Added documentation to show users how to set the collision layers and masks. This is now referenced in the pages that include collision masks and layers.

+36 -3

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balloonpopper

commit sha c17cde17e7cb235c3827fcc6d2e86b3ea0428e11

Update physics_introduction.rst Corrected decimal calculation for layers

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balloonpopper

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Update physics_introduction.rst Corrected decimal calculation for layers

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issue commentgodotengine/godot

Does UWP export works?

If the visuals aren't working I'm not sure there's much I can do but abandon the entire Windows platform for my game until the Godot developers and/or community fix the UWP export.

It's not like Win32 is quite dead yet :wink:

AlexBSoft

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PR opened godotengine/godot-docs

Improve the Singletons (AutoLoad) documentation

This closes #3864.

+41 -25

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Hugo Locurcio

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Improve the Singletons (AutoLoad) documentation This closes #3864.

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Hugo Locurcio

commit sha f829fd05a5c4de6fc258b567e1b91b37497461cc

Improve the Singletons (AutoLoad) documentation This closes #3864.

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issue commentgodotengine/godot

Broken building for macosx

Make sure SCons is being run by Python 3, not Python 2.

To ensure this, you can edit the path returned by the which scons command and replace the shebang on the first line.

DrMoriarty

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Hugo Locurcio

commit sha 0140ed06516d8708517e1ae0177cc02c73a610e8

Use transparent instead of white to separate editor screenshots This partially addresses #3861.

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issue commentgodotengine/godot-docs

Misleading/ easy to misunderstand Singleton documentation

Renaming singletons entirely sounds difficult, as they're referenced in lots of other places throughout the editor itself and in unofficial tutorials (which we can't edit).

Incblob

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Hugo Locurcio

commit sha 79c39a02906be848540fb3af75d8ab1dc82c3dea

Remove FontAwesome as the repository doesn't exist anymore

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Hugo Locurcio

commit sha 60062e84ccb8a7b261ebc311df73985a6cfe9db0

Remove joystick-mapping as it can't generate up-to-date mappings Godot and SDL have switched to a new mapping format. Moreover, the project only worked with Godot 3.0 alphas.

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Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 member variable:         }     } +See :ref:`physics_introduction_collision_layer_code_example` for details on how to set the collision mask.
See :ref:`doc_physics_introduction_collision_layer_code_example` for details on how to set the collision mask.
balloonpopper

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Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 Make sure to set up your collision layers and masks properly so the ``KinematicB  .. image:: img/ragdoll_layer.png -For more information, read :ref:`doc_physics_introduction`+For more information, read :ref:`physics_introduction_collision_layers_and_masks`
For more information, read :ref:`doc_physics_introduction_collision_layers_and_masks`.
balloonpopper

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Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 interact with. For example, the Player's settings would look like this: .. image:: img/player_collision_layers.png .. image:: img/player_collision_mask.png +**Code Example**+In function calls, layers are specified as a bitmask. Where a function enables+all layers by default, the layer mask will be given as 0x7FFFFFFF. Your code+can use binary, hexadecimal, or decimal notation for layer masks, depending +on your preference.++The code equivalent of the above example where layers 1, 3 and 4 were enabled+would be as follows : ++:: _physics_introduction_collision_layer_code_example:++    # Example : Setting mask value for enabling layers 1, 3 and 4++    # Binary - set the bit corresponding to the layers you want to enable (1, 3, and 4) to 1, set all other bits to 0.+    # Note : layer 20 is the first bit, layer 1 is the last. The mask for layers 4,3 and 1 is therefore+    0b00000000000000001101 +    # (This can be shortened to 0b1101)++    # Hexadecimal equivalent (1101 binary converted to hexadecimal)+    0x000D+    # (This value can be shortened to 0xD)
    0x000d
    # (This value can be shortened to 0xd)
balloonpopper

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Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 interact with. For example, the Player's settings would look like this: .. image:: img/player_collision_layers.png .. image:: img/player_collision_mask.png +**Code Example**+In function calls, layers are specified as a bitmask. Where a function enables+all layers by default, the layer mask will be given as 0x7FFFFFFF. Your code+can use binary, hexadecimal, or decimal notation for layer masks, depending +on your preference.++The code equivalent of the above example where layers 1, 3 and 4 were enabled+would be as follows : ++:: _physics_introduction_collision_layer_code_example:++    # Example : Setting mask value for enabling layers 1, 3 and 4++    # Binary - set the bit corresponding to the layers you want to enable (1, 3, and 4) to 1, set all other bits to 0.+    # Note : layer 20 is the first bit, layer 1 is the last. The mask for layers 4,3 and 1 is therefore+    0b00000000000000001101 +    # (This can be shortened to 0b1101)++    # Hexadecimal equivalent (1101 binary converted to hexadecimal)+    0x000D+    # (This value can be shortened to 0xD)+    +    # Decimal - Raise each layer to be enabled (1, 3, and 4) to the power of 2 and add all the results together.+    (1^2) + (3^2) + (4^2) = 13

GDScript doesn't have an exponentation operator. I think it would be better to remove the decimal form entirely at this point.

balloonpopper

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Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 interact with. For example, the Player's settings would look like this: .. image:: img/player_collision_layers.png .. image:: img/player_collision_mask.png +**Code Example**+In function calls, layers are specified as a bitmask. Where a function enables+all layers by default, the layer mask will be given as 0x7FFFFFFF. Your code+can use binary, hexadecimal, or decimal notation for layer masks, depending +on your preference.++The code equivalent of the above example where layers 1, 3 and 4 were enabled+would be as follows : ++:: _physics_introduction_collision_layer_code_example:++    # Example : Setting mask value for enabling layers 1, 3 and 4++    # Binary - set the bit corresponding to the layers you want to enable (1, 3, and 4) to 1, set all other bits to 0.+    # Note : layer 20 is the first bit, layer 1 is the last. The mask for layers 4,3 and 1 is therefore
    # Note: Layer 20 is the first bit, layer 1 is the last. The mask for layers 4,3 and 1 is therefore
balloonpopper

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Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 interact with. For example, the Player's settings would look like this: .. image:: img/player_collision_layers.png .. image:: img/player_collision_mask.png +**Code Example**+In function calls, layers are specified as a bitmask. Where a function enables+all layers by default, the layer mask will be given as 0x7FFFFFFF. Your code

Write hexadecimal numbers in lowercase as this makes them more readable:

all layers by default, the layer mask will be given as ``0x7fffffff``. Your code
balloonpopper

comment created time in 2 days

Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 interact with. For example, the Player's settings would look like this: .. image:: img/player_collision_layers.png .. image:: img/player_collision_mask.png +**Code Example**
**Code example:**

balloonpopper

comment created time in 2 days

Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 be assigned in Project Settings -> Layer Names.  .. image:: img/physics_layer_names.png -**Example:**+**GUI Example:**
**GUI example:**
balloonpopper

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Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 interact with. For example, the Player's settings would look like this: .. image:: img/player_collision_layers.png .. image:: img/player_collision_mask.png +**Code Example**+In function calls, layers are specified as a bitmask. Where a function enables+all layers by default, the layer mask will be given as 0x7FFFFFFF. Your code+can use binary, hexadecimal, or decimal notation for layer masks, depending +on your preference.++The code equivalent of the above example where layers 1, 3 and 4 were enabled+would be as follows : 
would be as follows:
balloonpopper

comment created time in 2 days

Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 interact with. For example, the Player's settings would look like this: .. image:: img/player_collision_layers.png .. image:: img/player_collision_mask.png +**Code Example**+In function calls, layers are specified as a bitmask. Where a function enables+all layers by default, the layer mask will be given as 0x7FFFFFFF. Your code+can use binary, hexadecimal, or decimal notation for layer masks, depending +on your preference.++The code equivalent of the above example where layers 1, 3 and 4 were enabled+would be as follows : ++:: _physics_introduction_collision_layer_code_example:++    # Example : Setting mask value for enabling layers 1, 3 and 4
    # Example: Setting mask value for enabling layers 1, 3 and 4
balloonpopper

comment created time in 2 days

Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 Friction value for static body collisions (see ``collision_use_kinematic``). +-----------+----------------------------+  The collision layer(s) for all colliders in the TileMap.+See :ref:`physics_introduction_collision_layer_code_example` for details on how to set the collision layer.

Same as above:

balloonpopper

comment created time in 2 days

Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 interact with. For example, the Player's settings would look like this: .. image:: img/player_collision_layers.png .. image:: img/player_collision_mask.png +**Code Example**+In function calls, layers are specified as a bitmask. Where a function enables+all layers by default, the layer mask will be given as 0x7FFFFFFF. Your code+can use binary, hexadecimal, or decimal notation for layer masks, depending +on your preference.++The code equivalent of the above example where layers 1, 3 and 4 were enabled+would be as follows : ++:: _physics_introduction_collision_layer_code_example:
.. _physics_introduction_collision_layer_code_example:
balloonpopper

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Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 it will typically be equal to ``0.01666...`` (but not always, see below).     physics calculations, so that the game behaves correctly if you change the     physics update rate or if the player's device can't keep up. +:: _physics_introduction_collision_layers_and_masks:

The correct rST syntax is:

.. _doc_physics_introduction_collision_layers_and_masks:

Also, make sure to always prefix references with doc_.

balloonpopper

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Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 If ``true``, the camera stops on contact with :ref:`PhysicsBody<class_PhysicsBod +-----------+---------------------------+  The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected.+See :ref:`physics_introduction_collision_layer_code_example` for details on how to set the collision mask.

Please don't modify the generated class reference files. Instead, edit the XML files in the main repository instead and open a pull request there. See Contribute to the class reference for more information.

balloonpopper

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Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 If ``true``, collision with :ref:`PhysicsBody2D<class_PhysicsBody2D>`\ s will be +-----------+---------------------------+  The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.+See :ref:`physics_introduction_collision_layer_code_example` for details on how to set the collision mask.

Same as above:

balloonpopper

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Pull request review commentgodotengine/godot-docs

Added examples for collision layer masks

 If ``true``, collision with :ref:`PhysicsBody<class_PhysicsBody>`\ s will be rep +-----------+---------------------------+  The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.+See :ref:`physics_introduction_collision_layer_code_example` for details on how to set the collision mask.

Same as above:

balloonpopper

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sebastian-heinz

commit sha b26b3cf09ae96c445bd0059d965a76e6946c8f06

Add PortAudio module (#131) Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>

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PR merged godotengine/awesome-godot

Add PortAudio module enhancement

Added link to module that provides PortAudio integration with godot (https://github.com/sebastian-heinz/portaudio)

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sebastian-heinz

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Hugo Locurcio

commit sha c3c39f13dea611d768b01ebcaee1ba623b320af3

Update README.md

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Pull request review commentgodotengine/awesome-godot

add PortAudio module

 A curated list of [free/libre](https://www.gnu.org/philosophy/free-sw.html) game - [Head tracking using OpenCV](https://github.com/antarktikali/godot-opencv-gpu-perspective) - [Open Adaptive Music Library](https://github.com/oamldev/oamlGodotModule) - [NativeDialogs](https://github.com/GodotExplorer/NativeDialogs) - Using native dialogs in Godot.+- [PortAudio](https://github.com/sebastian-heinz/portaudio) Wrapper methods and godot friendly types to use [http://www.portaudio.com](http://www.portaudio.com) (Godot 3.2).
- [PortAudio](https://github.com/sebastian-heinz/portaudio) - Wrapper methods and Godot-friendly types to use [PortAudio](http://www.portaudio.com) (Godot 3.2).
sebastian-heinz

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issue commentgodotengine/godot-proposals

Support for depth function in spatial materials and/or shaders

@clayjohn If I understand correctly, the difference is that with GL_GREATER, the material is rendered only if it's occluded.

huhund

comment created time in 2 days

issue closedgodotengine/godot

CSGMesh messing up normals

Godot version: 3.1.1

OS/device including version: Ubuntu 18.04 GeForce GTX 1070, NVIDIA 418.56

Issue description: I am using gdprocmesh to create a MeshArray consisting of two surfaces (each with a different material). I assign a SpatialShader to both surfaces and enable triplanar mapping. This works and renders just fine.

However, when I copy and paste the MeshArray into a CSGMesh, it seems to mess up the UVs somehow, probably best explained with an image (the CSGMesh with a hole cut out by a CSGCylinder is on the left side): Screenshot from 2019-05-03 14-04-12 As you can see, where the CSGMesh becomes cut out by a CSGCylinder, the wall actually looks better. At first I thought this was a problem with the display of the CSGMesh in the editor (as that tends to show a blue wireframe on top of the actual mesh), but it is just the same when viewed in the final scene.

Also note that only the walls seem to show this problem, the ground box is fine. I'm not sure what causes this problem, but I assume it is related to UVs (certainly looks like it, anyway). All I do know is that I expected the CSGMesh to look exactly like the original MeshArray, but it doesn't.

I also created an issue for this on the gdprocmesh repo, but I assume (and Bastiaan seems to agree) that gdprocmesh isn't to blame here. Given that the original MeshArray renders fine, but the same mesh "used" in a CSGMesh doesn't, this seems to be a logical assumption?

Steps to reproduce: See above. But it is probably best reproduced using the project below.

Minimal reproduction project: Here is the project (only tested on linux so far, but it probably makes no difference): procmeshtest.zip

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TheSHEEEP

issue commentgodotengine/godot

CSGMesh messing up normals

Closing per @hoontee's comment.

TheSHEEEP

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issue commentgodotengine/godot-docs

Dark mode responsive documentation images, diagrams

The inheritance class tree graphic is outdated. It needs to be updated before we can consider adapting its SVG form.

hazarek

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issue commentgodotengine/godot-docs

Downloaded ePub says "The book is corrupt." when opened in Apple Books app.

The ePub generated by Read the Docs tends to not be very pretty anyway.

botteu

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pull request commentgodotengine/godot

[3.2] Add new CPU lightmapper

My test scene (TSCN) went from 5MB to 50MB by enabling capture data with the new Lightmapper. SCN does shrink this by a lot, but this test scene is small. My actual scenes which are all SCNs still come in at almost 100MB (with the old light mapper), the majority of that coming from the Lightmap capture data I believe.

Never save BakedLightmapData or GIProbe data to a text-based file, as it'll be converted to Base64. You should always save it to a .res (binary resource) file. You can do this while keeping the rest of your scene text-based.

Godot 4.0 will do this for you automatically, but I'm not sure if we can backport that behavior.

JFonS

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issue commentgodotengine/godot-proposals

Anti-aliasing in 2D

'm not sure if MSAA works with pixels of textures, only polygon edges (quads that make up sprites, lines etc), doesn't it?

At the end of the day, individual rects are considered polygons, but a single texture with stars inside will be a single polygon.

nathanfranke

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