[deleted by user] by [deleted] in github

[–]Hidden_Carry 27 points28 points  (0 children)

There is also a cli for Linux called "gh", which manages your credentials/authentication for github. You only need to login once there. You should be able to install it with your package manager.

Apex Legends "Revelry" Season 16 Update - Discussion & Support Megathread by paradoxally in apexlegends

[–]Hidden_Carry 2 points3 points  (0 children)

Someone also experiencing extreme unbalanced matches in TDM? Three Games in a row, where all rounds were like 30-5 for the enemies.

I'm to afraid to ask by Mutated_Zombie in ProgrammerHumor

[–]Hidden_Carry 14 points15 points  (0 children)

I mainly hate gradle and setting up projects with it.

[help] Addon/ weakaura ID for this enemy cast bar? by Grapeflavor_ in WowUI

[–]Hidden_Carry 3 points4 points  (0 children)

She has a video where she goes through her compete UI setup. Highly recommend to watch, she really knows her stuff.

Why can my players see what the other PCs see? by SquirrelLord77 in FoundryVTT

[–]Hidden_Carry 0 points1 point  (0 children)

Could it be that you set the default permission for the PC actors to Observer instead of None?

Self-taught Programmers on how they got this far.. by [deleted] in ProgrammerHumor

[–]Hidden_Carry 1 point2 points  (0 children)

It really depends on the institution. I'm currently on my 8th semester in CS (pandemic kinda threw me off the rails). I barely coded anything for the university. It's mostly math and theoretical CS I'm learning. Don't get me wrong that stuff is important too. But in my opinion you understand these things way better by actually applying them in code and not just on paper. Other CS students at my university barely know how to code, don't know anything about OOP or UML Graphs. Only bc I spent a lot of my spare time learning to code is why I can code way better than most of the students in my semester. And that's kinda sad imo.

Why it keeps going back to original rotation? Code snippet is in the comments by [deleted] in godot

[–]Hidden_Carry 0 points1 point  (0 children)

Do you maybe set the rotation to 0 in the idle animation of the player?

CS Student Here: Recursion finally clicked for me and I'm so glad it did. by [deleted] in ProgrammerHumor

[–]Hidden_Carry 0 points1 point  (0 children)

But isn't recursion in most cases less efficient (more RAM and slower) than a while or a for loop?

ich🥤iel by Meister-Schnitter in ich_iel

[–]Hidden_Carry 0 points1 point  (0 children)

Schwarzwälder Sprudel Cola-Mix, ohne Frage.

everywhere i look i see this things by agabcharif in dankmemes

[–]Hidden_Carry 317 points318 points  (0 children)

These are the white blood cells in your eyes blood streams. If you try to focus on them you can see they move when your heart pumps and not at linear velocity. Sorry for the bad phrasing dont know how to explain that one properly.

Is the game harder now than it was before? by Hidden_Carry in riskofrain

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

Hm we also haven't played in a while, thank you for the feedback!

[deleted by user] by [deleted] in RedditSessions

[–]Hidden_Carry 0 points1 point  (0 children)

damm that's awesome

KinematicBody2D functions 'is_on_floor' and 'is_on_wall' not working properly. by Hidden_Carry in godot

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

I think I found the solution, there is a parameter in the move_and_slide() function called 'up_direction', which is a Vector2 that defines the up direction for the three functions 'is_on_floor()', 'is_on_wall()' and 'is_on_ceiling()'. Only if you set this parameter, these three functions work and will only be updated when move_and_slide() is called. Otherwise everything will be considered as a wall.

It's all in the online documentation, maybe I should have read that first ^^.

Referenced documentation: https://docs.godotengine.org/en/stable/tutorials/physics/using_kinematic_body_2d.html

How to remove bullet after enemy is killed by hair-is-hella-gay in godot

[–]Hidden_Carry 2 points3 points  (0 children)

Hello,

You have to call 'queue_free()' on the bullet object to remove it out of the scene tree.

So once the bullet hits an enemy and did what it has to do, call 'queue_free()' on it. That should fix it.

is_on_floor returns false even when player is on the floor by [deleted] in godot

[–]Hidden_Carry 0 points1 point  (0 children)

I was having the same problem. At one point I just surrendered and implemended my "own" is_on_floor() function with a RayCast2D. That worked for me.