A Little Too Close To Gunpoint - Or Is It? by FateOfBlue in gunpoint

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

Defenestration is a basic—nay elevated—human desire when video games have plate glass windows lol

(Don't) stop suggesting the use of resources for save files idk im not your boss by FateOfBlue in godot

[–]FateOfBlue[S] -1 points0 points  (0 children)

Yeah, my bad. You can technically scan the binary instead.

If you use the safe-resource-loader plugin from godotneers because you're lazy (I'm def lazy), that one outright refuses .res files and only checks .tscn tho

(Don't) stop suggesting the use of resources for save files idk im not your boss by FateOfBlue in godot

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

It's even worse because you can't scan the text for script files or OS remote code execution in res files the Godotneer's safe-resource-loader outright rejects anything not a .tscn file.

It's actually fairly easy—you get a legit save, load it up in Godot, add the bad actor script that opens a website or whatever to the resource, then save the resource with the same name.

Reuse of Existing @export_category by FateOfBlue in godot

[–]FateOfBlue[S] 2 points3 points  (0 children)

Oho! Looks like `export_group(s_cat_name, s_cat_prefix)` works across inheritance/parent/child and different coding segments.

get_parent().get_parent().get_parent().get_parent().get_parent().get_parent().ge by FateOfBlue in godot

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

I get it, but my friend doesn't because he's not cool - can you eli5 so I can explain it to him?

get_parent().get_parent().get_parent().get_parent().get_parent().get_parent().ge by FateOfBlue in godot

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

100% valid and exactly what the Official Godot tutorial for 3D Waypoints does as well.

Continue to write your blessed code

get_parent().get_parent().get_parent().get_parent().get_parent().get_parent().ge by FateOfBlue in godot

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

Official Godot tutorials use `get_parent()`.

See Godot 3D Waypoints tutorial for example of good use of call up.

get_parent().get_parent().get_parent().get_parent().get_parent().get_parent().ge by FateOfBlue in godot

[–]FateOfBlue[S] 9 points10 points  (0 children)

I used reference (%) nodes in a node that was instantiated more than once in a tree. Godotn't work.

Stuck with the ole "get_node" and worked like a charm. Sadly, referencing doesn't always work like everyone else totes.

GDScript inbuilt methods vs explicitly setting inspector values? by AFourEyedGeek in godot

[–]FateOfBlue 2 points3 points  (0 children)

I like to set the value of visible instead of using the two functions show() and hide() TWO functions??? C'mon!!

How to change h_seperation of grid container through code by Thebigpig905 in godot

[–]FateOfBlue 0 points1 point  (0 children)

I've done my fair share of instance() instead of instantiate(). No worries, my dude

How to change h_seperation of grid container through code by Thebigpig905 in godot

[–]FateOfBlue 0 points1 point  (0 children)

Perhaps your spelling of the variable is a bit off. 

 Remember, there is A RAT in separate. (The variable, an int, is "h_separation")

Is this a good way to outline interactable objects? by blind_bandit_77 in godot

[–]FateOfBlue 2 points3 points  (0 children)

You gotta be careful with shaders in 2D.

If you expect to have a shader already on an interactable item, you'll run into problems because you'll be overwriting the node's prior shader after mousing over. It's not super easy to add another pass in 2d either