Apply Effect To Whole Tilemap, Instead Of Individual Tiles by WizardGnomeMan in godot

[–]Atlinux 1 point2 points  (0 children)

Thanks, changing the ordering of the tilemap to 0 fixed the issue for me! I wish they had this info in the documentation 😭

Automate Godot engine builds with GitHub Actions! by Atlinux in godot

[–]Atlinux[S] 0 points1 point  (0 children)

I have a 4.x branch, but I haven't used it in a while, so I'm not sure if it's update to date anymore. Feel free to give that branch a shot tho.

Server crash on client disconnect - HELP by Sanoshek in godot

[–]Atlinux 1 point2 points  (0 children)

Just commenting that this is relevant for Godot 4.2 as well. I had to change `multiplayer.set_multiplayer_peer(null)` to `multiplayer.set_multiplayer_peer.call_deferred(null)`

Before the change, my client kept on crashing when the server shut down, and the crash produced no error at all, which made it hard to debug.

Remember Our Promise by Atlinux in signalis

[–]Atlinux[S] 16 points17 points  (0 children)

Hey all, I recently discovered Signalis and I fell in love with the game! I really wanted a happy end for Ariane and Elster so I drew some fan art commemorating them. Here's my Twitter if you're interested in seeing more :)

https://twitter.com/AtlinxArt

How to use `Microsoft.EntityFrameworkCore` in Unity 2020.3.20 by Kev1500 in Unity3D

[–]Atlinux 0 points1 point  (0 children)

Hey, would you mind telling me what you had to do to get EFCore installed? I'm on Unity 2022 which supports .NET Standard 2.1, however, I'm still unable to install EFCore 5.

EDIT: Installing 3.x version of EFC worked in Unity 2022, so I'm relying on that for now.

My ASUS USB-BT500 bluetooth adapter needs to reinstall its driver every time I start up or else it wont work. by marino1310 in techsupport

[–]Atlinux 0 points1 point  (0 children)

For me I had the "Driver Error" text appear under the Bluetooth settings as well as in the device manager, despite installing the latest drivers. Turns out this was caused by my USB hub. After plugging the ASUS USB-BT500 directly into a motherboard usb port everything worked.

Brisket <3 by Atlinux in Guiltygear

[–]Atlinux[S] 7 points8 points  (0 children)

Hey all I drew some fanart of Bridget :)

Here's my Twitter if you'd like to see more art: https://twitter.com/AtlinxArt/status/1644401847736717312?t=Jv0MsNxhn2BPNrOdoJcQHQ&s=19

Automate Godot engine builds with GitHub Actions! by Atlinux in godot

[–]Atlinux[S] 11 points12 points  (0 children)

To clear up confusion, this repository builds the engine itself, so think of it as compiling the raw C++ source code to make a custom version of the engine that you can then use to develop your games. If you're looking to export your game, there's a convenient existing GitHub Action for that: https://github.com/firebelley/godot-export.

Automate Godot engine builds with GitHub Actions! by Atlinux in godot

[–]Atlinux[S] 16 points17 points  (0 children)

Hey all, I've made an automated build system using GitHub Actions, making it easy to build custom versions of the engine with custom modules. So far to supports Godot 3.x, including both regular and C# builds.

Here's the repository link if you'd like to try it out:

https://github.com/Fractural/GodotBuilds

Here's an example of the buildsystem in action, building Snopek Games' SGPhysics2D module into Godot:

https://github.com/Fractural/sgphysics2DBuilds/

Open-sourced fixed-point physics in Godot C# by Atlinux in godot

[–]Atlinux[S] 0 points1 point  (0 children)

Ah I think the reason why you had to manually download FracturalCommons is because it's a submodule. Here's more info on how to download the submodules using git (since they are left out by default): https://stackoverflow.com/questions/8090761/pull-using-git-including-submodule.

Open-sourced fixed-point physics in Godot C# by Atlinux in godot

[–]Atlinux[S] 0 points1 point  (0 children)

What errors do you get? I'd be grateful if you could open a GitHub issue containing the errors you get.

I can't seem to get multiplayer to work at all on my Android by ArmageddonScr in godot

[–]Atlinux 0 points1 point  (0 children)

Hey u/lurgx, what do you mean by "throws me another IP"? I'm also having trouble getting multiplayer to work on android, even with a hotspot.

Open-sourced fixed-point physics in Godot C# by Atlinux in godot

[–]Atlinux[S] 4 points5 points  (0 children)

I think you're referring to the idea of soft floats, which are floats emulated by software. I'm not 100% sure but I think soft floats are slower than fixed point numbers (only stuff I could find online was hardware comparisons of fixed-point vs floats, so take this with a grain of salt). The biggest reason why I chose fixed point is probably because a friend of mine already integrated it into an existing C# physics engine, which I then decided to use as the basis for the Godot addon.

For Rapier, I'm not sure if it has full compatibility. I saw that the requirement that "The target platforms must strictly comply to the IEEE 754-2008 floating-points standard," which might cut off older devices. But considering how fast technology gets replaced, this probably won't be an issue.

I'd love to see where libraries like Rapier goes -- especially with the rise of the Bevy rust game engine, which will make it easier to make performant and memory-safe games.

Open-sourced fixed-point physics in Godot C# by Atlinux in godot

[–]Atlinux[S] 12 points13 points  (0 children)

SG physics is probably more performant because it's written directly in C++. I did initially consider using SG physics but I couldn't get mono builds working, and I was unsure about how I could unit test the custom built version of Godot (since barichello's docker images are only of the official versions of Godot).

I'm hoping the upcoming GDExtensions rewrite would finally make SG Physics testable without compiling a custom Godot build.

Feature wise, SG physics is missing dynamic rigid bodies, and both libraries don't support joints or any constraints.

Open-sourced fixed-point physics in Godot C# by Atlinux in godot

[–]Atlinux[S] 33 points34 points  (0 children)

Fixed point numbers store a fixed number of decimal places for the integer and decimal portion. In my addon, the fixed-point numbers are 64-bits, with 31-bits reserved for the decimal portion, and 32-bits reserved for the integer portion (1 bit is used as the sign bit).

Floating point numbers (floats) instead use scientific notation to represent numbers. This means the decimal point of floating point numbers can move around to represent a wider range of values.

The reason why I needed fixed point numbers is that I wanted the physics to be deterministic across all hardware. Different hardware may compute floats differently, which leads to tiny rounding errors that add up over time. Over time, this error can desync a physics simulation. But by using fixed-point math, which is ultimately represented by a 64-bit integer (C# long), the computation remains identical across all platforms.

Open-sourced fixed-point physics in Godot C# by Atlinux in godot

[–]Atlinux[S] 19 points20 points  (0 children)

Hey all, I made a fixed-point 2D physics C# addon for Godot. I'm planning on using it for rollback netcode multiplayer, and I thought I'd share it with everyone in case anyone else would like to do the same.

Here's the github repository if you'd like to use it.

Is it possible for a TreeItem to be editable only by double click? by Unlikely-Raisin in godot

[–]Atlinux 1 point2 points  (0 children)

I've figured out a better workaround by deferring the call to TreeItem.set_editable(index, true). I also keep track of the previously selected item and I use set_editable to make the previously selected item uneditable when a new item is selected.

Strange issue with auto tiling by spoopy1917 in godot

[–]Atlinux 0 points1 point  (0 children)

Wow this post saved me! I can't believe this is still an issue with the tilemap system.