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18xx-maker/18xx-maker 49

Prototype 18xx React Library

kelsin/coretheloothound 7

Ember.js front end to By Fire Be Purged

frankpinto/carrierwave-mongomapper 5

MongoMapper Gem for Carrierwave

kelsin/byfirebepurged 3

An API for scheduling raids

kelsin/awesome_print 2

Pretty print your Ruby objects with style -- in full color and with proper indentation

cmeiklejohn/bauerbot 1

what has hubot done with my family?!?!

kelsin/18xx 1

A platform for playing 18xx games online!

kelsin/autohotkey-scripts 1

Personal AutoHotKey scripts

kelsin/chrisandcait 1

Our Wedding Site

issue commentgodotengine/godot

Godot show error when opening project first time

As I said, your GDScript doesn't compile, so it can't be loaded as Resource and thus the .tscn that references it fails loading.

if ! some_bool: doesn't compile in master (that's a bug). Change it to if some_bool == false (or remove the script).

qarmin

comment created time in 4 minutes

pull request commentgodotengine/godot

Physics 4.0

Okay i think i get your point now. My biggest fear with renaming "KinematicBody" to "CharacterBody" is that a kinematic body can be used as much more than characters. For example, they are used frequently to create platforms, obstacles and any kind of object with a specific movement, such as bullets, props and other things. So we would need another node (characterbody). But in my experience trying to offer an all in one character objects is extremely difficult due to the immense differences between games.

I am not against the creation of a character node, but i think that should be the next step on the chain.

Thats why i said that we should focus on "fixing" the current physics issues and the sliding method. (Andrea catania did an awesome implementation with bullet) but maybe a simplier method.

Once we have a working kinematic body core (Movement and snapping) we will be more ready to approach more specific things like step offset and when to put them (on a character body or as separated nodes, or inside the kinematic body)

madmiraal

comment created time in 12 minutes

issue commentgodotengine/godot

Texture is black on HTML5 export.

Sorry for doing it so late @lawnjelly

Here is the minimal reproduction project: test.zip

TIBI4

comment created time in 39 minutes

issue commentgodotengine/godot

flat style doesn't work with hslider in slider style

I just found out this is not a bug I needed to set the example margin to 1 or above

Shadowblitz16

comment created time in 40 minutes

issue closedgodotengine/godot

flat style doesn't work with hslider in slider style

<!-- 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 using non-official build. --> 3.2.3

OS/device including version: <!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. --> Zorin OS 15.3 Nivida Gtk 650 450 proprietary drivers

Issue description: <!-- What happened, and what was expected. --> It seems flat styles don't work on sliders in the slider style slot image

Steps to reproduce:

  • Create a vslider or hslider
  • Assign a flat style to it in the slider style slot
  • Set the color to something visible
  • See that it's not visible

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

closed time in 40 minutes

Shadowblitz16

PR opened godotengine/godot

Fix prints and printt functions printing as errors bug topic:core

They should behave like regular print().

+2 -2

0 comment

1 changed file

pr created time in an hour

issue commentgodotengine/godot

Texture is black on HTML5 export.

PS: What do you mean to import them as not wrapping? @lawnjelly

Ah sorry it is not an import option, the wrap is set during use. Wrapping is texture tiling. There may be somewhere where you are using a non pot texture where you are trying to use wrapping.

But this is just ideas. Really to effectively find this we will probably need a minimum reproduction project.

TIBI4

comment created time in an hour

issue commentgodotengine/godot

Texture is black on HTML5 export.

It could be failing to create mipmaps which can result in black texture. They may need to be imported as not wrapping as well.

I just noticed I had no mipmaps setting on, so this should be a problem (maybe). image

TIBI4

comment created time in 2 hours

PR opened godotengine/godot

SCons: Do not define TYPED_METHOD_BIND on Linux/OSX with clang bug platform:linuxbsd platform:macos topic:buildsystem
+6 -5

0 comment

3 changed files

pr created time in 2 hours

issue commentgodotengine/godot

Texture is black on HTML5 export.

@lawnjelly Well, if you try it again, as soon as you open the scene we've been talking about, you will see the exact same error in the browser console "WebGL: INVALID_ENUM: bindTexture: invalid target" as you can see here:

image rqXshwsWLN

So this may keep happening in the 8x8 red textures.

It could be failing to create mipmaps which can result in black texture. They may need to be imported as not wrapping as well. I will try to set this. (sorry for not testing it earlier).

TIBI4

comment created time in 2 hours

PR opened godotengine/godot

Reviewers
SCons: Do not define TYPED_METHOD_BIND on Linux/clang bug platform:linuxbsd topic:buildsystem

It's now only needed for MSVC.

+0 -2

0 comment

2 changed files

pr created time in 2 hours

push eventgodotengine/godot

jfons

commit sha e6949dae724b923227bdd61f8732667d997686a7

Fix binding of default value in EditorSpatialGizmoPlugin::get_material() It was commented for some reason I can't remember.

view details

Rémi Verschelde

commit sha 613b76cfd5b57d6fb13f856ad149f2b47ca5dcb3

Merge pull request #43861 from JFonS/fix_gizmo_defval Fix binding of default value in EditorSpatialGizmoPlugin::get_material()

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push time in 2 hours

PR merged godotengine/godot

Fix binding of default value in EditorSpatialGizmoPlugin::get_material() bug cherrypick:3.2 topic:editor

It was commented for some reason I can't remember.

Closes #43832.

+2 -2

0 comment

2 changed files

JFonS

pr closed time in 2 hours

issue closedgodotengine/godot

"get_material()" function for EditorSpatialGizmoPlugin expects two arguments even though the documentation says the second should be optional

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

Godot version: 3.2.3.Stable

OS/device including version: NA

Issue description: "get_material()" function for EditorSpatialGizmoPlugin expects two arguments even though the documentation says the second should be optional image image https://docs.godotengine.org/en/3.2/classes/class_editorspatialgizmoplugin.html#class-editorspatialgizmoplugin-method-get-material

Steps to reproduce: Attempt the function call.

Minimal reproduction project: NA

closed time in 2 hours

Arnklit

issue commentgodotengine/godot

Load PulseAudio/ALSA dynamically (dlopen) on Linux / *BSD

I would just like to comment that although this is great for the official binaries, providing an easy option for configuring the build script to NOT use statically linked or bundled libraries is essential, as not doing so makes life very difficult for package maintainers...

This is already available, and has been the case for a long time :slightly_smiling_face:

Check the [code]builtin_*[/code] SCons options using scons -h.

akien-mga

comment created time in 2 hours

issue commentgodotengine/godot

Assertion `m_constraintRefs.size() == 0' failed when running project

I'm not sure what I need to do because for me it crashes without any other error - jfile

Here is version without error spam when opening project inside editor - MainScenes.zip

qarmin

comment created time in 2 hours

issue commentgodotengine/godot

Godot show error when opening project first time

Looks that non existent Nodepath is not an issue, because when I delete remove it, then errors doesn't disappear - MainScenes.zip

Problem is probably with invalid sequence of items to load, because looks that Godot try to open 3DALL.tscn scene before opening 3DALL.gd file

ERROR: res://MainScenes/3DALL.tscn:6 - Parse Error: [ext_resource] referenced non-loaded resource at: res://MainScenes/3DALL.gd
   at: _parse_node_tag (scene/resources/resource_format_text.cpp:282)
ERROR: Failed loading resource: res://MainScenes/3DALL.tscn. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:198)
qarmin

comment created time in 2 hours

issue commentgodotengine/godot

"get_material()" function for EditorSpatialGizmoPlugin expects two arguments even though the documentation says the second should be optional

I wrote this code so long ago I don't even remember why it was commented. I did some testing and everything seems to work fine when uncommented, so I opened #43861.

Arnklit

comment created time in 2 hours

PR opened godotengine/godot

Fix binding of default value in EditorSpatialGizmoPlugin::get_material() bug topic:editor

It was commented for some reason I can't remember.

Closes #43832.

+2 -2

0 comment

2 changed files

pr created time in 2 hours

issue commentgodotengine/godot

Assertion `m_constraintRefs.size() == 0' failed when running project

Alright.. can you then make a MRP that crashes each time you run it and:

  1. Does not use a bogus scene that triggers #43859 (reference to non-existing node)
  2. Uses invalid GDScript

A MRP should focus on the bug it's about and shouldn't trigger unrelated errors that divert from the proper debugging at hand.

If the crash only happens with 1. and/or 2., then maybe those are the actual issues and this is a crash that happens due to using an invalid scene (here having a non-existing "Node A").

qarmin

comment created time in 2 hours

issue commentgodotengine/godot

Godot show error when opening project first time

To clarify, the scene is invalid as it references a non-existing NodePath.

But indeed after a first error it then opens OK (and just spams the console with errors at each refresh).

That might be related to the generation of the scene preview for the filesystem dock or the generation of some project metadata indeed.

qarmin

comment created time in 2 hours

issue commentgodotengine/godot

Load PulseAudio/ALSA dynamically (dlopen) on Linux / *BSD

Libraries are already statically linked into the binary, unless this is not possible or ill-advised (such as for glibc itself).

I would just like to comment that although this is great for the official binaries, providing an easy option for configuring the build script to NOT use statically linked or bundled libraries is essential, as not doing so makes life very difficult for package maintainers...

I've seen quite a few projects that not only don't provide an easy option to disable it, but actually depend on bundled libraries for their software to work, which makes the software impossible to properly package on systems which depend on custom-compiled libraries, such as Gentoo.

akien-mga

comment created time in 3 hours

issue commentgodotengine/godot

Texture is black on HTML5 export.

Ah I was going to debug it with the graphics debugger but you changed it on the website. Now I can't see any black boxes, but the red boxes.

TIBI4

comment created time in 3 hours

issue commentgodotengine/godot

Assertion `m_constraintRefs.size() == 0' failed when running project

Scene is valid because I can open it inside editor. I think that is Godot issue - https://github.com/godotengine/godot/issues/43859

Application crash every time I run it, even without importing minimal project.

qarmin

comment created time in 3 hours

issue commentgodotengine/godot

ClassDB::add_property does not support setters with optional secondary arguments

I can at least confirm that I've stumbled upon this limitation before in C++.

Also, I didn't know that it's possible to bind a setter with default argument in GDScript. So, unless it doesn't break other language bindings, I don't see a reason why this cannot be allowed, in fact this should be made possible according to mostly trivial changes in #43831. 🙂

But if I were you, I'd separate the responsibility of those methods from:

void set_somevalue(int p_value, bool p_force_update = true);

to:

void set_somevalue(int p_value);
void force_update_value(int p_value);
briansemrau

comment created time in 3 hours

issue commentgodotengine/godot

== returns false for references to the same object, sometimes.

Could not reproduce in 3.2.4 beta 2.

bitwes

comment created time in 3 hours

pull request commentgodotengine/godot

[Complex Text Layouts] Implement TextServer interface.

  • Expand "Data", use the "Load" option to pick DejaVuSans.ttf
  • Crash

It was caused by EditorFontPreviewPlugin::generate_from_path drawing a sample string (and updating font glyphs) from the separate thread simultaneously to the Label update (seems like it's the same crash as the previous one, but I did not notice it was running in a thread first time). Changed TS and Font to be _THREAD_SAFE_CLASS_ classes.

bruvzg

comment created time in 3 hours

issue openedgodotengine/godot

Crash when assigning same body as Node A and B in ConeTwistJoint

Godot version: 4.0.dev.custom_build. 6dfcc4aa8

OS/device including version: Ubuntu 20.04

Issue description:

godot4: thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp:635: virtual void btDiscreteDynamicsWorld::addConstraint(btTypedConstraint*, bool): Assertion `&constraint->getRigidBodyA() != &constraint->getRigidBodyB()' failed.

Steps to reproduce: a

Minimal reproduction project: MainScenes.zip

created time in 3 hours

issue openedgodotengine/godot

Godot show error when opening project first time

Godot version: 4.0.dev.custom_build. 6dfcc4aa8

OS/device including version: Ubuntu 20.04

Issue description: When opening first time project, Godot shows that scene is corrupted and cannot be opened. When opening same scene manually from file system dock, then everything works fine.

Steps to reproduce:

  1. Open editor - error should be shown
  2. Open scene manually - no error
  3. Open editor second time - no error

To see error once again just clear godot cache

#!/bin/bash
path="/home/rafal/"
rm -rf $path".godot"
rm -rf $path".cache/godot"
rm -rf $path".config/godot/projects"
rm -rf $path".local/share/godot"

Minimal reproduction project: MainScenes.zip

created time in 3 hours

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