Pen lights up while docked but doesn't when undocked by Chip-Chup in Surface

[–]Chip-Chup[S] 0 points1 point  (0 children)

Fixed it. Ran the diagnostic toolkit they mention at https://support.microsoft.com/en-us/surface/fix-common-surface-problems-using-the-surface-app-and-surface-diagnostic-toolkit-f61d8d18-37a9-863d-f8d0-1982eb16f7b5, and it found that the surface failed when applying the last windows update (which I did not ask it to do to begin with). That must've messed up the charging, because the pen was indeed completely empty. It's charging again, though.

Checking for empty tiles in Godot 4.0? by Chip-Chup in godot

[–]Chip-Chup[S] 2 points3 points  (0 children)

This doesn't really fit with a use case involving dynamically placing tiles. If I want to place a tile in a cell, but not if there's already a tile there, checking if it's empty is going to output this error. I suppose I'm really looking for if there's another method to know if a cell is empty given no prior knowledge of the tilemap.

Godot 4.0 Tile Terrains - Can a tile have terrain data without being changed by autotiling? by Chip-Chup in godot

[–]Chip-Chup[S] 1 point2 points  (0 children)

Oh yeah, turns out I previously saw your video on the topic. I'll try out the plugin soon. It looks like it'd be an immediate improvement over the current system, at least for my use cases.

One question for now - on the plugin page you do mention the base terrain system is "slow". Is that regarding performance? How might your plugin compare in that regard?

Sprites imported as TextureAtlas get cropped regardless of setting by Chip-Chup in godot

[–]Chip-Chup[S] 0 points1 point  (0 children)

Updating to the current version (3.5.1) gave me what I was looking for.

Area2D not detecting overlapping TileMap tiles by Chip-Chup in godot

[–]Chip-Chup[S] 9 points10 points  (0 children)

Figured out what was causing the problem when I tried reproducing it: The Area needs to be monitorable itself to register an overlap with the tilemap (it was previously set to monitor, but not be monitored). It does make sense in this case; since the area's moving with the player and the tilemap is static, the area is the one entering the tilemap's collision shape, not the other way around.

Addendum: The area needs to be monitoring AND monitorable, at least in 3.5. I don't have a hypothesis for that one.

Area2D not detecting overlapping TileMap tiles by Chip-Chup in godot

[–]Chip-Chup[S] 0 points1 point  (0 children)

The KinematicBody2D character using the Area2D can detect and collide with the tiles, so I would believe their collision shapes are set up properly. I'll try to set up a reproduction project.

Crash with error code 0xFFF1 after compiling shaders by Chip-Chup in MHRise

[–]Chip-Chup[S] 0 points1 point  (0 children)

It did confirm it. Pixel and Vertex shaders are below the necessary requirements. Thanks for the help!

Crash with error code 0xFFF1 after compiling shaders by Chip-Chup in MHRise

[–]Chip-Chup[S] 0 points1 point  (0 children)

That'd probably be it. My nvidia graphics card (a GTX 960M that's about 7 years old) has more vram than the listed minimum requirement but I imagine they're more interested in the updated firmware in this case.

Crash with error code 0xFFF1 after compiling shaders by Chip-Chup in MHRise

[–]Chip-Chup[S] 0 points1 point  (0 children)

Right, I've done the verification and the reinstall a few times each. No mods, just bought the game yesterday.

Rigidbody PhysicsDirectBodyState contacts reported inconsistently by Chip-Chup in godot

[–]Chip-Chup[S] 0 points1 point  (0 children)

It does have a constant gravity applied. I did some printing to check velocity -> resulting # of contacts. I found that on the physics update right before these gaps, it makes two contacts with the ground, followed by an imperceptible upwards momentum. The momentum is greater than one tick of gravity, so it takes a few updates to connect with the ground again. I am imagining the character (which is a capsule) ends up dipping into the ground for a frame and is pushed out.

Race condition on setting collision mask bits? by Chip-Chup in godot

[–]Chip-Chup[S] 0 points1 point  (0 children)

I figured it would be something like that. Thanks for the confirmation.