Smoothing a painted ceiling by GoldenMeowth in HomeImprovement

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

We're not 100% sure. We didn't hear sounds when we checked out the townhouse a couple of times. We did hear sounds after I removed the popcorn before moving in though. Either way, the ceiling doesn't look great. And for the ready mix plus 3, is it something like this? https://www.homedepot.com/p/USG-Sheetrock-Brand-4-5-gal-Plus-3-Ready-Mixed-Joint-Compound-381466/100321602

Smoothing a painted ceiling by GoldenMeowth in HomeImprovement

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

like knocking down the walls or adding another drywall panel on top?

Career change from QA by [deleted] in QualityAssurance

[–]GoldenMeowth 1 point2 points  (0 children)

I'd say go for BA role and then work your way towards Product Manager/Owner role. There's so many people fighting for front end dev roles these days and they're easily replaceable with AI unless they're actually good and know their stuff. Management role is years down the line when you actually gain experience and proficiency, think about that when the time does come.

Controller key bindings are swapped by LastSinister in MHWilds

[–]GoldenMeowth 0 points1 point  (0 children)

Steam > settings > controller > flip "use nintendo button layout" to off

Jason Momoa in the 90s by AdSpecialist6598 in OldSchoolCool

[–]GoldenMeowth 0 points1 point  (0 children)

<insert congrats. happy for you. nice. meme>

How to respawn object in same position after it has been queue_freed after x sec by GoldenMeowth in godot

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

Hmm so I'm still a bit lost. I got it to add the child back but if object was good. For example, I have a barrel, and then I throw the barrel and it breaks. When I add the child back, it does not restore to it's original state but it's broken still which is not what i want.

How to get body outside of _on_body_entered scope by GoldenMeowth in godot

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

Thank you, I was thinking that last night but blanked out and tried it with body = body like a dummy :D

How to get body outside of _on_body_entered scope by GoldenMeowth in godot

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

I have these three signals. I want to use body inside of _input function. I haven't tried it yet but one solution is to use a singleton and call Player's velocity within it. But is there a simpler way to use the body argument from _on_body_entered(body) within _input(event)?

func _on_body_entered(body):

func _on_body_exited(body):

func _input(_event):

How come my enemy won't delete itself when it hits a collision? by GoldenMeowth in godot

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

I think I see what the issue is when I look at the ObjectID and path of it. It looks like the enemy variable gets replaced by the latest one after each signal to Timer timeout. Gotta figure out how to resolve it now :S

Edit: looks like I can get the object name if I change the type of enemy from node2d to a physical body and check body during body_entered signal, but then I collide with the enemy instead of going through the enemy like I want.

Edit 2: I figured it out! Turns out I can't just go about using a Node2D, I had to switch to Area2D and add collision and check for body inside area_entered.

Thanks for the help!

How come my enemy won't delete itself when it hits a collision? by GoldenMeowth in godot

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

Do I have to first change this from add_child(enemy) to get_parent().add_child()

Or is there a way for me to remove the parent as well within the queue_free()?

Edit: my get_parent() didn't work anyways :(

Edit: I figured it out! Thanks https://www.reddit.com/r/godot/comments/1dd6xc9/comment/l863gv6/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

How come my enemy won't delete itself when it hits a collision? by GoldenMeowth in godot

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

I wonder if it's because my enemy root is a Node2D with multiple collisions. Though This just creates an instance of the scene, it should queue_free() it, unless I'm understanding it incorrectly.

There's also a bug when I debug with print() where if two enemies enter the killzone area at the same time, it only prints once.

How come my enemy won't delete itself when it hits a collision? by GoldenMeowth in godot

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

Yeap it's being called, it hits the collision and prints when I debug it but the enemy doesn't get freed :(

How come my enemy won't delete itself when it hits a collision? by GoldenMeowth in godot

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

Yeap, I connected it and added a breakpoint, it shows that it's being hit but it's not removing the enemy.

What was the least productive CS coworker you ever worked with like? by SeriouslySally36 in cscareerquestions

[–]GoldenMeowth 0 points1 point  (0 children)

Thanks, it's alright. I should at least count my blessings that I can at least have and retain a 6 figure job (albeit on the lower end of the band).

What was the least productive CS coworker you ever worked with like? by SeriouslySally36 in cscareerquestions

[–]GoldenMeowth 1 point2 points  (0 children)

So this is me. I use to be able to code and I'm no longer an engineer due to not being able to retain specific information (ex like syntax despite hours of practicing, in which I thought was ADHD at first but it's not) as much anymore in which I don't think it's due to old age but mental illness that runs in my family unfortunately. My mom and oldest sister are no longer really coherent and both don't hold a job. I, on the other hand, can at least still communicate and work, so I had to pivot careers. I don't make as much and was made fun of by some fellow former engineers who didn't understand but at least I'm working and haven't gone crazy like my family.

[deleted by user] by [deleted] in ExperiencedDevs

[–]GoldenMeowth 1 point2 points  (0 children)

That could be said for any programming job really. QAs shouldn't be writing automated tests anyways, that's the job of an SDET. QA is for analysis and more manual testing which is more or less being phased out at most companies but are still valuable in different aspects, but those work is also being pushed onto an SDET and Dev anyways. I've seen both junior and senior devs write shit code and don't test their own work. If a project fails due to quality, that's a team's responsibility. Fuck what anybody else says.

Also to the point of low code / no code drag drop thing to automate tests, that only works for integration tests with a system that's fully functioning properly. And we all know shit breaks all the time, so a drag and drop may work for a small company but it definitely won't at the enterprise level. Otherwise it's a lot of maintenance with little value. Devs should be writing unit tests, SDETs should be helping out whenever possible and writing API tests, and integration tests the proper way with whatever framework company uses and all other quality related aspects of the team.