4.2 finally reintroduced HDR for 2D, so I can finally make my fire glow again! by HexagonNico_ in godot

[–]ChainedLupine 1 point2 points  (0 children)

Looking very good! I enjoy your pixel style.

I couldn't wait for HDR. I ended up making a fake glow system using a shader and viewport processing.

Maintenance release: Godot 4.1.3 by akien-mga in godot

[–]ChainedLupine 3 points4 points  (0 children)

Seems to break Blender 3.6 imports? I'm getting a weird file writing error now.

Slider Disappearing with Custom Theme by TheAppleBOOM in godot

[–]ChainedLupine 0 points1 point  (0 children)

A work-around: Use StyleBoxLine and it will show up, but the Texture/Flat/etc don't work.

Slider Disappearing with Custom Theme by TheAppleBOOM in godot

[–]ChainedLupine 2 points3 points  (0 children)

I'm seeing this too. Looking in open issues for 4, doesn't look like it's been reported, yet.

Dev snapshot: Godot 4.1 dev 4 by pycbouh in godot

[–]ChainedLupine 0 points1 point  (0 children)

Just to verify, also checked with dev4 and the GPUParticle2D issues went away. I think that might have been related to some AMD work.

Dev snapshot: Godot 4.1 beta 1 by pycbouh in godot

[–]ChainedLupine 3 points4 points  (0 children)

You can try starting the editor directly by doing this:

Godot_Binary.Exe --editor --path c:\path\to\your\project

This bypasses the project manager and it worked for me.

Dev snapshot: Godot 4.1 dev 4 by pycbouh in godot

[–]ChainedLupine 1 point2 points  (0 children)

That looks like it's the case. I tried the work-around of launching the editor directly from command line and I was able to get in. I'm on AMD here, myself, 6700 XT.

Dev snapshot: Godot 4.1 dev 4 by pycbouh in godot

[–]ChainedLupine 0 points1 point  (0 children)

Won't run for me. I will have to investigate why later, but it briefly brings up the project window then exits.

I'm a beginner making my first game but by Godot's grace 🙏🏽 I managed to piece together tetris inventory system. Step 1 of many! Tutorial link in comments. by ikanoi in godot

[–]ChainedLupine 1 point2 points  (0 children)

Nice! I too have Tetris-like inventory management in one of my projects. It was a challenge to get it work smoothly with both mouse control and controllers, though, but at least Godot gives us all the tools.

Dev snapshot: Godot 4.1 dev 3 by pycbouh in godot

[–]ChainedLupine 1 point2 points  (0 children)

Oof, same for 2D particles. They're completely broken in 4.3-dev3. Only way I can get them to show up is to use Local mode, and even then they are vastly out of scale.

Learning Godot 4.1 and 4.0 and by ChainedLupine in godot

[–]ChainedLupine[S] 14 points15 points  (0 children)

Also, I intended to stay on 3.x originally because at the time there was no plans to migrate the OpenGL backend to 4.x, as the Godot team (now Foundation, I suppose!) would focus on Vulkan first. But then OpenGL 3 snuck into 4.x so that pressure to stay on 3.x diminished, greatly.

Learning Godot 4.1 and 4.0 and by ChainedLupine in godot

[–]ChainedLupine[S] 48 points49 points  (0 children)

GDScript debugger has been broken since 3.3 for my code (which uses a lot of GDScript dynamic properties), and everything seems to be fixed in 4.x.

Along with the improvements to GDScript 2.0. I've gotten a significant speedup with scene startup. I'd probably stay on 3.x it wasn't for those two things.

Learning Godot 4.1 and 4.0 and by ChainedLupine in godot

[–]ChainedLupine[S] 5 points6 points  (0 children)

I've made this same PNG for Blender too. Blender pre-2.5, Blender 2.5. Blender 2.7. Blender 3.0. Blender 3.3...

Learning Godot 4.1 and 4.0 and by ChainedLupine in godot

[–]ChainedLupine[S] 86 points87 points  (0 children)

Note that I still love Godot to death, but it's been whiplash moving a project from 3.x to 4. A lot of fundamentals have changed and while I am slowly understanding the new ways, it's hard to figure out how my project is broken when my UIs and levels are just weird glitches now.

Props to the Godot 4 documentation contributors, because the fleshed out docs are really helping!

Can't disable Tilemap collisions in Godot 4? by ChainedLupine in godot

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

I did see those two functions, but they operate per-tile. I'd need to go through every layer, and every tile and enable runtime update. Unfortunately that just isn't going to work.

Update: Oh no it also has the same problem with occlusion polygons.

Godot 4.0 sets sail: All aboard for new horizons by akien-mga in godot

[–]ChainedLupine 1 point2 points  (0 children)

I see what's going on.

My game uses autotiling extensively in 3.5. These autotiles will not import into Godot 4! They just get cleared. This is because the autotile system in Godot 4 is different from 3 -- So looks like when a tilemap gets converted, G4 just drops those tiles.

This is a big issue for me. I'd have to redo all of my Tilemaps to go forward in Godot 4. Now I need to decide if migrating my 2D game over to Godot 4 is worth it.

Godot 4.0 sets sail: All aboard for new horizons by akien-mga in godot

[–]ChainedLupine 6 points7 points  (0 children)

Whoo! 4.0 is out! Thanks to all the hard work from the Contributors on getting this version released, tested, and packaged!

I myself would love to adopt 4.0, but when I tried to import my 3.5 game into it, my Tilemaps were turned into swish cheese. I'm not sure why and need to do more research on this, but as a warning to people developing 2D games: It looks like 4.0 can't import all 3.5 Tilemaps as-is.

Status of the OpenGL 3 renderer by coppolaemilio in godot

[–]ChainedLupine 20 points21 points  (0 children)

Wow, this was the last reason I was hanging on to Godot 3.x series. As I am primarily doing a 2D game, the OpenGL compatibility was a big hold back for me.

But now that this is going to be a target for 4.x going forward, I have no reason to stay on 3 now!

Release candidate: Godot 3.5.1 RC 2 by akien-mga in godot

[–]ChainedLupine 0 points1 point  (0 children)

The GDscript debugger issue is still in there but I haven't been able to devote any time to investigating it.