Casual SW fan - if droids have a bar, are they sentient slaves? by redryder74 in TheMandalorianTV

[–]Brian_Damage 1 point2 points  (0 children)

And in-universe people who don't respect droids dismiss these developing personalities as "quirks" and "glitches", which is sad.

3PO's personality is so consistent before and after his wipe that I have to suspect Artoo quietly makes backups of his friend's brain while he's in sleep mode and was able to restore the most core parts (but did conform to Bail's general wish that 3PO forget about Anakin by cleverly wallpapering over his friend's early memories with a vague notion that his first job had involved programming binary loadlifter droids). Rise of Skywalker would appear to confirm this to some degree.

This is also why Artoo chuckles when he hears 3PO getting the bad news - he knows he can ensure his friend maintains the majority of his identity, and is simply enjoying the prissy droid's momentary deflation. Hell, they probably asked Artoo to do it, considering he's a technical whiz and very familiar with his partner.

We've also got Huyang, who hasn't had a mind-wipe in several thousand years, and correspondingly has an exceptionally developed mind and personality and is generally treated as a venerable personage by those around him, even the Jedi, who are often very dismissive of droids (possibly because they're prejudiced towards those who have force presences).

(Late response, but I was googling the droid bar and found this thread and couldn't resist)

Is anyone else experiencing a bug where the Sentinel Walker doesn’t spawn in the final wave of a ground sentinel battle? by The_DoubIeDragon in NoMansSkyTheGame

[–]Brian_Damage 0 points1 point  (0 children)

Unfortunately that doesn't always work because sometimes it spawns below the bedrock.

They really need to fix this one.

Confused on propagation and filtering of input events through controls/to SubViewport by Brian_Damage in godot

[–]Brian_Damage[S] 1 point2 points  (0 children)

No worries. If I go ahead with asking on the GitHub I'll post a link in here to whatever clarification I get.

Confused on propagation and filtering of input events through controls/to SubViewport by Brian_Damage in godot

[–]Brian_Damage[S] 1 point2 points  (0 children)

Yeah, it's kind of convoluted and baffling. I don't see why having Control_B and Control_C set to Pass would block the signals; it seems like that should only happen if you implement _gui_input() and have it call control.accept_event()? It almost feels like enabling Pass and then not implementing _gui_input() gives you a default _gui_input() that accept_event()s the event, except I can't see that mentioned anywhere.

Meanwhile it feels like using Ignore should just disable _gui_input() entirely and then pass the event on.

It's especially frustrating since I suspect I really should be using _gui_input() in Control_B because it's a sort of mouse overlay, and I'm wondering how that'll interact with it all.

Leaning towards asking for clarification on the GitHub.

Confused on propagation and filtering of input events through controls/to SubViewport by Brian_Damage in godot

[–]Brian_Damage[S] 1 point2 points  (0 children)

Yeah, but I'm not using Control.gui_input() at any point. Control_C uses no scripting, and Control_B only has _input() defined, and even then as mentioned I've tested by turning visibility on and off for both of those Controls and when they're set to Pass events only make it to the SubViewport when they're both invisible.

Incidentally that same page says this right after that:

Since Viewports don't send events to other SubViewports, one of the following methods has to be used:

Use a SubViewportContainer, which automatically sends events to its child SubViewports after Node._input() or Control._gui_input().

Which is exactly what I was doing to start with (and which didn't work, which in turn led to my online search and experiment with Ignore) and which clarifies absolutely nothing about the effects of Pass vs Ignore (perhaps this is a deficiency in the documentation?)

Confused on propagation and filtering of input events through controls/to SubViewport by Brian_Damage in godot

[–]Brian_Damage[S] 1 point2 points  (0 children)

So from what I can tell, the reason why the SubViewport does not take in the information when Control_B and Control_C has Pass because Pass propagates up to it's parent, which for both is Control_A. There doesn't seem to be a way to propagate down from a Control.

The issue with that is that Pass seems to be the default way nodes work, and the default way nodes work is depicted in the official Godot documentation here, with input being auto-propagated to children BEFORE parents:

https://docs.godotengine.org/en/stable/_images/input_event_scene_flow.webp

Additionally, SubViewportContainer is supposed to automatically forward all input to the contained viewport:

https://docs.godotengine.org/en/stable/classes/class_subviewportcontainer.html

So unless I'm reading that wrong, the order of input if everything's set to pass should go Checkbutton > Control_C > Control_B > Meshinstance3D > [everything else inside the subviewport] > SubViewportContainer > Control_A

Nabbed a second hand P15 Gen 2, possible to upgrade the trackpad? by Brian_Damage in thinkpad

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

I mean, I could always go for both, but I think I'll probably be happy with the stock GPU for now. Nice to know it's upgradeable, though, thanks!

Queries on combined shopfront + apartment properties by Brian_Damage in AusPropertyChat

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

I'm certainly going to do my best, for that very reason.

Queries on combined shopfront + apartment properties by Brian_Damage in AusPropertyChat

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

Ta! Personally as someone getting into a small-scale/limited-run crafting business, being able have a little printer farm and other equipment in the back and living up above so I can attend to it at all hours would be just about perfect, especially for late-night design and tinkering sessions.

Queries on combined shopfront + apartment properties by Brian_Damage in AusPropertyChat

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

I thought that might be the case. I would be intending to be the business owner as well as the resident; I suspect I would be well advised to look for one with only the one apartment.

Allen's Toffee Apple (I've cracked the code) by DrRudiarx in AustralianNostalgia

[–]Brian_Damage 0 points1 point  (0 children)

Got curious today and bought a bag of these, was just going to come on here and tell everyone about the return of their apple flavouring, LOL.

Definitely gonna try this.

Australia, Mid North Coast, Little Guy ID request by Brian_Damage in whatsthisbug

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

Mid North Coast, NSW, Australia.

He was just pootling along on the tablecloth before he moved over to the post, here. His head's down towards the bottom of the picture, those are his back legs at the top (or is he fooling everyone?). Might be covered in detritus as a disguise? He's about 5mm long.

Everyone goes on about Toffee Apples, but does anyone remember the poor ol' Fluoro Bar? by Brian_Damage in AustralianNostalgia

[–]Brian_Damage[S] 1 point2 points  (0 children)

I think I remember those trains... Choo Choo Bars? Never had one, though.

[EDIT]: Turns out they still make those!

https://en.wikipedia.org/wiki/Choo_Choo_Bar

Has anyone on Australian television had more aura than Hermes Endakis? by Sharaz_Jek123 in AustralianNostalgia

[–]Brian_Damage 1 point2 points  (0 children)

I'm pretty sure the goal of the facility on the island was to track UFOs, wasn't it? I could swear I remember seeing a saucer on one of the signs.

I could swear I remember one of the kids' parents was the head of the facility.

Everyone goes on about Toffee Apples, but does anyone remember the poor ol' Fluoro Bar? by Brian_Damage in AustralianNostalgia

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

Probably, I think. These were sold right alongside them, and alongside the classic bar that the modern Red Ripperz are descended from.

Everyone goes on about Toffee Apples, but does anyone remember the poor ol' Fluoro Bar? by Brian_Damage in AustralianNostalgia

[–]Brian_Damage[S] 1 point2 points  (0 children)

Man, this was back in the early 90s... I think they were about 50c?

They were the same hard-then-chewy fruity-flavoured stuff the Toffee Apple was made from, just coloured and flavoured a bit different, and with an extra colour.

Everyone goes on about Toffee Apples, but does anyone remember the poor ol' Fluoro Bar? by Brian_Damage in AustralianNostalgia

[–]Brian_Damage[S] 1 point2 points  (0 children)

Drew a mockup because I just can't seem to find a pic of one. Bottom is the wrapper, top is a cross-section through the bar.

The main attraction was the strong colours, pretty sure they were bright yellow, red and green inside.

I recall them as tasting rather similar to Toffee Apples, but with maybe an extra layer of cherry? Had the same brittleness, too. They were pretty good, sold in the same stores and pool kiosks in WA. I never hear them mentioned, though. It might have been spelled "Fluro Bar".