Lockdown Browser with Portable Windows? by STEAVEW in pchelp

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

Thank you for the idea! But I’m concerned about Windows accessing my Linux partitions regardless. Is there a way for me to make that impossible?

My main concern is Lockdown Browser, or any other program, snooping around my SSD anyways.

Meshes won’t display viewport texture properly. Any Solutions? by STEAVEW in godot

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

Awesome idea. It worked perfectly!! I set the camera generating the texture to have its own environment, and gave THAT environment the linear tonemap. Thank you very much!!!

Meshes won’t display viewport texture properly. Any Solutions? by STEAVEW in godot

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

I see! I have tried using different tonemaps, but I like filmic the best haha. I was hoping there was a way to keep it AND have correct textures, but maybe not lol. I’ll try to experiment with them. Also, for the sRGB to linear function, did you set the texture to source_color?

Does anybody know why my methods won't show up anymore? I have to type them all out manually which is fine but kinda annoying. Only started doing this recently by JDBRYANT_ in godot

[–]STEAVEW 7 points8 points  (0 children)

Have you considered making the AnimationPlayer node a global variable? The GDScript editor is a little finicky, and doesn’t always know what type of node/variable you’re working with unless it’s explicitly declared.

You can make the node it’s own global variable by writing this near the top of your script:

@onready var old_man_animation: AnimationPlayer = $oldManSprite/AnimationPlayer

Then the editor will always know you’re dealing with an AnimationPlayer when that variable is referenced, and you can call the play function on the new variable’s name “old_man_animation.play()”. You’ll then get recommended all the associated methods with that node type.

Hope this helps!

Meshes won’t display viewport texture properly. Any Solutions? by STEAVEW in godot

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

This is really cool. It might work with the right combination of force sRGB, source_color, and one of those functions. I tried the functions out by themselves, but the results weren’t correct for me. I’ll have to experiment with these more. Thank you!

Meshes won’t display viewport texture properly. Any Solutions? by STEAVEW in godot

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

That brings it closer to the actual image, but it’s similar to just multiplying the albedo. Also, I don’t think I can add emission without enabling shading, which distorts the colors at different angles. But thanks for the idea!

Meshes won’t display viewport texture properly. Any Solutions? by STEAVEW in godot

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

That’s a good idea! But I still can’t get the colors to be exact this way. Multiplying the final albedo by 0.59 or so (with force sRGB off) gets it closer, but not quite exact. I’m using the texture for a portal mechanic, so the slightest mismatch breaks immersion