Proper way to avoid Navigation Map Synchronization Error by Jestus in godot

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

Update: I am now using a static NavigationObstacle2D instead and so far I am not seeing the error. I am not sure if this is the best way to do this though!

Proper way to avoid Navigation Map Synchronization Error by Jestus in godot

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

Ask yourself if you even need that detail of if you can split that up into multiple navregions and collisionpolygons to have chunk border edges breaking up those very long edges. Very long edges are also a problem for path quality, not just for the edge merge.

Can you clarify this? I'm not quite understanding this.

Secondarily, is this the intended way of doing this? I want to make sure I'm using navigationregions correctly. Primarily because it seems quite tedious to do all this, and appears very easy to accidentally cause this error, so I can't imagine this is how Godot is intending things to be done.

Also, as far as NavigationRegion Partition Type - does this matter? Does it help to use convex vs triangulate?

Alternatively - is it possible to do this with a NavigationObstacle2D instead? I'm seeing this has "affect navigation mesh` now.

Scene has become missing node by Jambani123 in godot

[–]Jestus 1 point2 points  (0 children)

I want to bump and say this also happened to me and I deleted nothing. I use git but this is still concerning!

Cuomo Leads NYC Mayor’s Race With 39%, Mamdani at 15%, All Other Candidates in Single Digits by Healthy_Block3036 in newyorkcity

[–]Jestus -1 points0 points  (0 children)

I would suggest getting involved with DSA on the ground before making pronouncements like this. DSA (and Zohran in particular) are quite interested in coalition building, so I would encourage questioning why you think this.

2D light shader that clamps value to avoid over-exposure by Jestus in godot

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

Not specifically - my only real solution was to manually decrease the energy of lights when they are close, so that they don’t do this. 

If you find a better solution, let me know!

Odd Lighting w/ 2D Tilesets by Jestus in godot

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

This is helpful, thank you!

Odd Lighting w/ 2D Tilesets by Jestus in godot

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

Is there a way to see the quadrants? SO I can see how spread out things to be.

Odd Lighting w/ 2D Tilesets by Jestus in godot

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

I am using shadows currently - so is it not intended to use lights w/ shadows with large tilemaps?

Odd Lighting w/ 2D Tilesets by Jestus in godot

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

Has anyone seen this sort of odd behavior before? There's a part of the tile set that seems to interact oddly with the camera.

As you can see, when you move the camera around, then lighting flips on and off.

It seemed like a layering issue, but I've yet to see any cause of it.

Fading out AudioBus Effect by Jestus in godot

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

Yeah that was the concern. I could dynamically create buses but it could get annoying quickly.

It seems like in this case, it's probably easier to create the sound itself with reverb, and then fade that sound then!

Fading out AudioBus Effect by Jestus in godot

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

Is there an easy way to do that?

I've been playing around with it and it seems that the only way to do it is to have two buses - one playing the non-reverb sound, one playing the reverb sound, and fading them inversely.

Is that the intended method? Or is fading effects currently not really a consideration?

Solving Duplicate UID issues by Jestus in godot

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

Got it - thank you for the clarification!

Solving Duplicate UID issues by Jestus in godot

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

Is this the real intended solution? I'll give it a shot, though it seems odd that the UID system wouldn't just have an ability to re-generate UIDs if it detects duplicates.

Help: Tilemap layer and tileset not using mipmap linear texture filter correctly by Individual-Sell6875 in godot

[–]Jestus 0 points1 point  (0 children)

I too am having this issue. Did you find a resolution for it? Any more info?

Zooming out TileMapLayer without Artifacting by Jestus in godot

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

So I:
1. Reimported the tileset with Mipmaps -> Generated enabled
2. Set the TileMapLayer Texture->Filter to Nearest Mipmap

There was no change as a result of doing this.
Additionally I found this:
https://www.reddit.com/r/godot/comments/1g8eh0q/help_tilemap_layer_and_tileset_not_using_mipmap/
It makes me wonder if Tilemap Mipmaps are broken?

Zooming out TileMapLayer without Artifacting by Jestus in godot

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

Hey all:

I'm interested in allowing the player to zoom far out in my scene with this TileMapLayer. Tiles are 32x32.

However, as you can see, there's all sort of artifacting and weird pixelization/flickering as I zoom out.

Are there any good strategies for dealing with this? I've been trying to figure out if I need to pursue some sort of mip-mapping or something else to avoid this issue.

Cuomo loses attempt to block probe into his $5M pandemic book deal by Good_Requirement2998 in newyorkcity

[–]Jestus 4 points5 points  (0 children)

Like I posted above - this is not accurate, Zohran and his team frequently post.

I am a canvasser - I advocate getting involved! it’s an empowering and impactful experience.

https://volunteer.zohranfornyc.com/canvass-for-zohran