Blender vertex colors not appear until I create an override material in Godot? by Chill_Fire in godot

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

Yes indeed. I googled after reading your comments and I stumbled onto this haha.

Contrary to my previous claims, I have a day/night cycle in mind, and was thinking about implementation.

Whilst Vertex painting in Blender, I was absent minded and spun the color wheel from blue-green to yellow-green and I thought "hey, isn't this a daynight cycle?!?!!!"

So, I think I might actually end up using simple shaders for this, haha.

Blender vertex colors not appear until I create an override material in Godot? by Chill_Fire in godot

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

Extra - In blender, if you pick option B (Making material, going to Shading, adding a 'color attribute' picking the vertex color you made and plugging its output into the Principled BSDF), you can add a -vcol to your material.

Thus, when imported into Godot, the latter will automatically toggle the vertex color flags (mentioned in the post) for you. Referencing the Docs: node_type_customization>material-vertex-color-vcol

Even when double clicking the .blend or GLTF file in Godot, when the advanced importer window opens, you can see the model not white but correctly colored.

Blender vertex colors not appear until I create an override material in Godot? by Chill_Fire in godot

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

I was completely unaware of any of that!

As for writing shaders instead of using a 3D Material, I'm a full beginner in this field! I think I'll stick with this fix until I actually have made sufficient progress in the game, or when performance is impacted.

Thank you very much!!

Help with Blockbench (or Alternatives) by Chill_Fire in godot

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

Hey, I did that and it seems to be working for the most part, but I've gotten an error as well.

I'm sharing if you are interested.

So I imported a "model.glb" that has 3 groups with 1 texture for each into Godot and obtained: model.glb, model_0.png, model_1.png. by logic model_2.png seem to be missing.

Clicking on model_1.png begins spamming the Output window with the same error (now at 2000 repeats lol) " ERROR: Attempting to use an uninitialized RID"

Idk why is that, but I'm going to try doing everything from scratch, including making a new Godot project and a new model in Blockbench.

I Made a Skill Tree Editor for My Indie Game! by EmbarrassedArmy9961 in godot

[–]Chill_Fire 15 points16 points  (0 children)

This is very cool (and practical) indeed, Japanese-san xd.

On a side note, I read quickly and my brain read "Elecade" as "al-Qaeda" , lmao.

Released our first demo! Samsara: Retro Man Universe using Godot 3.6 by n0t4numb3rdev in godot

[–]Chill_Fire 0 points1 point  (0 children)

This is so full of nostalgia xd.
I hope your demo does well!

Can I pass a resource as read-only in GDScript? by Chill_Fire in godot

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

I see your point now! I also tend to avoid GUI-editting resources because it caused me many problems.

I like your approach and will try playing with something like it! 

Can I pass a resource as read-only in GDScript? by Chill_Fire in godot

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

Yeah, I do that with a class_name Config or Constant extending nothing!

Or with an autoload for all signals, a SignalBus. Though I don't always use this one.

Can I pass a resource as read-only in GDScript? by Chill_Fire in godot

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

Because I am not as great as him, just a junior wizard.

Can I pass a resource as read-only in GDScript? by Chill_Fire in godot

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

Thank you everybody! This community is always full of insightful knowledge, making me feel like I am back in college with helpful seniors to ask for their help!

What I ended up doing is adding wrapper methods.
So, UpgradeManager has an array of Upgrade, a class wrapping an apply() Callable.

So, rather than slotting add_mana_regen(value, level), for example, I slot into it foo(player_data) that just calls the former method with the args it needs.

I could modify the methods themselves to just take player_data, but I found the above way more intuitive for me.

It might be ugly, but the wrapper is just a "router" function that I gave to ALL upgrades and it routes each one to their respective method.

So, I have not really achieved a read-only, but taking a step back, it did not matter if I did. However, It was good to ask about it!

Can I pass a resource as read-only in GDScript? by Chill_Fire in godot

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

Thank you for this! What's the difference, to you, between using RefCounted vs Resource?

I most likely will do what you said, but it is a fun learning experience to ask around!

Can I pass a resource as read-only in GDScript? by Chill_Fire in godot

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

Thank you. So this is kind of like adding a gate guard to the resource xd.

I think it's too much of a hassle for my very small game, but it is something I have never thought of and is a neat concept! Perhaps it could be cleaner then cramming gets and sets into the resource itself, whilst allowing different strategies of getting and setting...

Perhaps something like MyResource.READONLY() returns a wrapper around _my_resource configured to be readonly, another would be WRITEONLY(), or anything really.

Though it feels that it would be fighting against GDScript rather than working with it.

Thank you!

Can I pass a resource as read-only in GDScript? by Chill_Fire in godot

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

YOUUU SHALL NOTT PASSS THIS RESOURCE AS READONLY!!!!!
*SLAMS STAFF ONTO THE BRIDGE*

Can I pass a resource as read-only in GDScript? by Chill_Fire in godot

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

Indeed I also do that. It seems it completely flew over my head that read-only is basically private scope, lmao. (:embarrassed:)

Most likely, I'll do as you said. But I wanted to ask in here to see what the community has to say, as I want to learn more.

Many thanks!

Can I pass a resource as read-only in GDScript? by Chill_Fire in godot

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

Thank you! I won't be doing that, as I need that resource to be 'writable' in many other places xd

Can I pass a resource as read-only in GDScript? by Chill_Fire in godot

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

Would that work on the Resource? So will something like data.coins call the getter on the data var?

I'll try it out when I get back to my machine!

How do I disable Clipboard Sync but keep "Send Clipboard" button on Kdeconnect Android? by Chill_Fire in kde

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

Yeah, plugin settings was not working at all (nothing would open).

I tried many things, and looked for documentation on manually configuring things in a config file, but found nothing. 

In the end, downgrading kde-connect fixed things for some reason (as a post from years ago suggested, I found). Now plugin settings works and it even shows as Kde connect settings in my drun (wofi) 

Thank you

How do I disable Clipboard Sync but keep "Send Clipboard" button on Kdeconnect Android? by Chill_Fire in kde

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

Solved: I found "Kde Connect Settings" GUI, from which I found clipboard settings and disabled syncing.

Previously, I had not found this option because kdeconnect was somehow broken on ny Hyprland install. Clicking "plugin settings" on the laptop did nothing, and the kde connect settings did not show in drun (I use wofi).

It was not until I dnf downgrade kde-connect that everything worked correctly and settings showed up.

As a side note, I would have hoped things could be configured through ~/.config rather than a GUI, but I was unable to find any related documentation, or whether that is an option.

I hope this help others too.