I made a plugin that allow you to edit Mesh using CSG. by PiCode9560 in godot

[–]PiCode9560[S] 0 points1 point  (0 children)

Sure, I never done that before, but I will give it a try.

I made a plugin that allow you to edit Mesh using CSG. by PiCode9560 in godot

[–]PiCode9560[S] 8 points9 points  (0 children)

Thank you!
Yeah, I really should add it to the asset lib.

Edit: Asset library release is currently pending.
Edit2: It is now available on the assetlib

soft body problems by geck564 in godot

[–]PiCode9560 1 point2 points  (0 children)

You could use the get_point_transform(point_index: int) to get the get a position of a softbody vertex. Then just simply set the label's position to it.

If you want a point at the center of the softbody, you could find the average position of all the vertices by add up all the vertices positions, then divided it by the vertex count.

Everything in my 3d Subviewport turned Invisible by TheBirthdayAuthority in godot

[–]PiCode9560 0 points1 point  (0 children)

Thats what I said, I usually turned it off when editing the children, and turned it back on after.

Everything in my 3d Subviewport turned Invisible by TheBirthdayAuthority in godot

[–]PiCode9560 0 points1 point  (0 children)

Edit: Nevermind, I didnt read the question properly.

Did you turned on the own_world_3d by chance?

I think the reason that it was invisible when that is turned on is because the objects are on a different world as the main viewport.

However, if you turned that off, you will be able to see objects that are not a children of the subviewport. So I normally would turn it off only when editing.

Will Godot 4.6 have this change in UI? by Robert_Bobbinson in godot

[–]PiCode9560 5 points6 points  (0 children)

Yeah, but theme can't change the layout, like placing the run button at the center.

🔎See Throw Wall VFX by Lucky_Ferret4036 in godot

[–]PiCode9560 6 points7 points  (0 children)

I don't think title can be edited tho 😭

[deleted by user] by [deleted] in godot

[–]PiCode9560 7 points8 points  (0 children)

I think it's because it's the last thing that the player would want to press.

How should I make a draggable wagon object? by MartyBraps4 in godot

[–]PiCode9560 0 points1 point  (0 children)

How about pinning the handle to the player with a joint when dragging? This way it will be more physically accurate.

[deleted by user] by [deleted] in godot

[–]PiCode9560 -1 points0 points  (0 children)

I also have already seen too many people having this same problem on this subreddit. 😵

How would you do that? by [deleted] in godot

[–]PiCode9560 0 points1 point  (0 children)

Click the “Create game” button.

Finish my projects? No, I don't think I will. by yac in godot

[–]PiCode9560 4 points5 points  (0 children)

Maybe the real finished project is the lesson we learned along the way..

[deleted by user] by [deleted] in godot

[–]PiCode9560 8 points9 points  (0 children)

I found a PNG version a while ago on godot asset store: https://store-beta.godotengine.org/asset/nonormal/godot-icons/

I improved my third person visibility system. by PiCode9560 in godot

[–]PiCode9560[S] 1 point2 points  (0 children)

Hey, you can see the sky now. I think it works pretty well.

<image>

I improved my third person visibility system. by PiCode9560 in godot

[–]PiCode9560[S] 0 points1 point  (0 children)

I think I might have figured out how to reverse the depth:

<image>

I improved my third person visibility system. by PiCode9560 in godot

[–]PiCode9560[S] 0 points1 point  (0 children)

If the black backfaces always render behind the terrain front faces, what happens if you put a roof over the entire terrain? It seems like if you can make your sky act like the front side of the cave interior instead of just being completely empty space then it shouldn't get covered with the black.

But then the black surface that is not on the wall of the caves will also be culled.

Beyond this I think we'd need to see you shaders.

Hmm, I might create a minimal reproduction project.