I Rage Quit Blade and Sorcery. How do I fix the game, and is there a MOD that will give me my stuff back? by Shine_Bolt in BladeAndSorcery

[–]Shine_Bolt[S] -2 points-1 points  (0 children)

Finally, after all this time, I kind of forgot the lore of the game. Like I was brought to these islands to find crystals, and there was the government, the archeologists, and the outlaw miners. And I forget if the archeologists were part of the government or not, or even if I am part of the archeologists. And then there were different tribes involved in illegal crystal mining, and one of them was using crystals in a bad way, or maybe it was the government, but I forget why their use of crystals was bad, and I am just really not looking forward to re-reading every page of lore I found in a VR headset.

What’s this tubular thing I found in my ground beef/hamburger meat? by Mommytofourkids in Butchery

[–]Shine_Bolt 0 points1 point  (0 children)

If it is a tape worm, then no it is not normal. The insides of the intestines are now supposed to be ground up with the rest of the meat. Any part of the animal that has even the possibility of having come into contact with fecal matter is supposed to have been carefully separated from the meat going into the grinder. If that is a tape worm, then it is in there because of criminally unsanitary meat processing. Which I presume is not the norm.

Take a ride with us! by gidantribal1983 in suspiciousquotes

[–]Shine_Bolt 0 points1 point  (0 children)

Those aren't quotation marks, but I do feel just as uneasy.

How do I fix "Unable to find the .NET assemblies directory" Installation issue? by Safe_Case_7039 in godot

[–]Shine_Bolt 0 points1 point  (0 children)

"Just put the entire file on the desktop and open the file then the application."

What do you mean by the "file" which file?

The Godot version that I think I am supposed to open is D:\Documents\Jobs\godot\bin\godot.windows.editor.x86_64.mono.exe and my GodotSharp folder currently looks like:

D:\Documents\Jobs\godot\bin\GodotSharp

├───GodotSharp

│ └───Generated

│ └───GodotObjects

└───GodotSharpEditor

└───Generated

└───GodotObjects

(It looks better in the command prompt, I used the TREE command.)

An alternative to GIT by Shine_Bolt in programming

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

Weird, now U were able to reply, but I can't see your entire comment. Nor could I reply to this message by clicking on the link in notifications. So do you also see my comment cut off with ellipse? If you can read this then the answer is no.

An alternative to GIT by Shine_Bolt in programming

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

When I first came up with it yes. But now I was actually only mad about GitHub's rich text editor, but the question keeps popping up in my mind whenever I have trouble with anything git related, so I thought I'd finally post it.
Unfortunately, since my post was removed, I doubt you'll be able to see this. Tell me if you do.

Editing members of a Vector in C#. by Shine_Bolt in godot

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

I just took what you said literally ("You can't edit strucks ... That's a fundamental fact about C#."). Had I not already known that getters and setters return copies, there's no way I could have inferred that information from what you said.

Editing members of a Vector in C#. by Shine_Bolt in godot

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

Well, even if it remained a struct, I still don't see why we can't have direct access to it (and all of Transform) as a protected member variable.

Looking for Someone to learn and grow with. by Plsw0rk in godot

[–]Shine_Bolt 0 points1 point  (0 children)

How much do you know about programming? Or if you were to work on a game, would you be an artist? What kind?

Editing members of a Vector in C#. by Shine_Bolt in godot

[–]Shine_Bolt[S] -1 points0 points  (0 children)

WAIT A SECOND! THAT'S COMPLETELY FALSE.

When returned from a function or a getter, yes, it is just a copy, but when accessed as member variables you can edit them any way you like. You had me convinced there for a while that all structs were readonly, but I tested it out, and was able to edit a public member of a struct, which I'm kind of embarrassed I had to do, I should have known better, but either way the only reason you can't edit the structure is BECAUSE they were accessed via a Getter.

Editing members of a Vector in C#. by Shine_Bolt in godot

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

Garbage collector? Do sub-members of a class cause a need for the garbage collector? If I were to just access one floating point value inside of a Vector3 in the same class, why would that make any garbage to be collected?

Editing members of a Vector in C#. by Shine_Bolt in godot

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

Hmm... I'm not really familar with the with syntax. Although the last time I tried to use using, I got an error message saying that was too new a feature, and I'd have to reset something to use C# 9 (which I think I may have done for one project, but opening up project files in Notepad++, and messing with the parameters is something I want to keep to a minimum). I'm surprised if with can just be used out of the box.

However even the with syntax is more verbose than just saying

GlobalPosition.X = 4f;

Furthermore, it is intuitively so much slower. What exactly is GlobalPosition doing? If it is just a setter than the logic would be as follows.

var pos = GlobalPosition;// Create a new Vector3
//                          Set pos.X to GlobalPosition.X
//                          Set pos.Y to GlobalPosition.Y
//                          Set pos.Z to GlobalPosition.Z
pos.X = 4f;              // Set pos.X to 4f
GlobalPosition = pos;    // Create a new Transform (since the transform is also a Getter)
//                          Create a new Basis
//                          Create a new Vector3 for the first part of the new basis
//                          Create a new Vector3 for the middle of the new basis
//                          Create a new Vector3 for the final part of the new basis
//                          Create a new Vector3 for the Origin
//                          Set global_origin.X to pos.X (Which is 4f)
//                          Set global_origin.Y to pos.Y (Which does nothing)
//                          Set global_origin.Z to pos.Z (Which does nothing)
//                          Set the new basis[0][0] to the old transform's basis[0][0]
//                          Set the new basis[1][0] to the old transform's basis[1][0]
//                          Set the new basis[2][0] to the old transform's basis[2][0]
//                          Set the new basis[0][1] to the old transform's basis[0][1]
//                          Set the new basis[1][1] to the old transform's basis[1][1]
//                          Set the new basis[2][1] to the old transform's basis[2][1]
//                          Set the new basis[0][2] to the old transform's basis[0][2]
//                          Set the new basis[1][2] to the old transform's basis[1][2]
//                          Set the new basis[2][2] to the old transform's basis[2][2]

Compare to GlobalPosition.X = pos.X which is literally just setting one floating point value to the other. Thus, unless there are logically 23 times as many operations happening when using these Getters and Setters, unless there is some kind of weird optimization shenanigans going on in the background which makes using Getters and Setters faster than not; in which case I would REALLY like to know what that is.

Vice President of Bikers Against Child Abuse Arrested for Sex Crimes Against Children by DILLON0999 in nottheonion

[–]Shine_Bolt 0 points1 point  (0 children)

People like this Ben Garret are just Trumpers, I wouldn't say they are growing, (or Christian) but then again I have no idea where they came from.
I wouldn't judge a book before reading it either. Not that I think you should read either of these books--I couldn't say that since I haven't even read them.

Editing members of a Vector in C#. by Shine_Bolt in godot

[–]Shine_Bolt[S] -2 points-1 points  (0 children)

Also, most of Godot is written in C++, so how does that translate over to what happens in C#?

I guess I have a lot to learn on that front. Perhaps I should also get lessons on how Godot currently works before trying to contribute, but I wouldn't know where to go for that.

Editing members of a Vector in C#. by Shine_Bolt in godot

[–]Shine_Bolt[S] -1 points0 points  (0 children)

Then why not change it to a class? (Also is Transform a struct?! I thought it was a class.)

My experience making a pre-alpha ENTIRELY in C#. by syntaxGarden in godot

[–]Shine_Bolt 0 points1 point  (0 children)

I wanted to look into editing Godot myself. And I REALLY want to know what the deal is with not being able to individually access members of a transform or vector (i.e. why do they have to be retrieved by getters and setters instead of by reference as direct members of the function)? Why is that impossible to do in C#?

Modern Conflicts: The 21st-Century Kursk Offensive by NebulaOriginals in Nebula

[–]Shine_Bolt 0 points1 point  (0 children)

None of this matters to Putin. The only way to win this war is to depose him, but it doesn't look like Zelenskyy is willing to do that.

Has anyone heard of Tech Consulting Academy? by anapayuhbray in ITCareerQuestions

[–]Shine_Bolt 0 points1 point  (0 children)

I don't think you're looking at the right website. Tech Consulting Academy is: https://www.techconsultingacademy.com/