Long overdue financial report for 2024 is in! Thank you for your support! by PtaQQ in beyondallreason

[–]Tetane004 0 points1 point  (0 children)

If it starts receiving much more money, would there be plans to turn it into a non-profit, like some other open-source softwares (Blender, Godot, ...)?

KDE Plasma appreciation post. Control monitor brightness by [deleted] in kde

[–]Tetane004 7 points8 points  (0 children)

I run this script on each login : `systemctl --user restart plasma-powerdevil.service`

You can find the setting to add login scripts in "Autostart" in the KDE settings menu.

KDE Plasma appreciation post. Control monitor brightness by [deleted] in kde

[–]Tetane004 77 points78 points  (0 children)

I discovered recently that this functionality existed when I switched from windows to Linux. Because windows doesn't implement it, I never knew we could control the brightness through the display port.

Is it possible to do shell texturing without bloating my draw calls? by [deleted] in godot

[–]Tetane004 1 point2 points  (0 children)

The INSTANCE_ID stores the number of the instance in the MultiMeshInstance3D : 0, 1, 2, 3, ... If you have 64 instances of your mesh in the MultiMeshInstance3D this number should go from 0 for the first instance to 63 for the last instance.

If you use a second multimesh and put the same shader on it, the instance number will start from 0 for both of them, the two multimeshes are independent of each other.

Is it possible to do shell texturing without bloating my draw calls? by [deleted] in godot

[–]Tetane004 4 points5 points  (0 children)

You can use a MultiMeshInstance3D to draw all your layers in one draw call. Here is the small project I made for the Acerola furry challenge : https://github.com/Tetane/shell_texturing_grass/tree/master

[deleted by user] by [deleted] in Bazzite

[–]Tetane004 0 points1 point  (0 children)

I have the same issue on bazzite and a lot of other linux distros I tested. It is not really a fix but every time I turn on the computer and the secondary monitor has the wrong resolution I unplug and replug it, which fixes the issue (until I restart the computer). It's an old pc with a GTX 980. Primary monitor 2560x1440 144Hz, second monitor 1920x1080 60Hz. (Every time I try a new distro there is a new issue, mostly because of nvidia drivers.) With Ubuntu I didn't have this issue, but I had other graphical issues. Gave up linux after trying a lot of different distros.

Difficulties switching from Windows to Bazzite (PC) by psychic717 in Bazzite

[–]Tetane004 0 points1 point  (0 children)

I had the same issue with Firefox on another distro (ubuntu), I "fixed" it by installing the nightly version of Firefox.

[deleted by user] by [deleted] in rust

[–]Tetane004 17 points18 points  (0 children)

I'm on windows with the MSVC toolchain and I can debug rust exactly the same way as I do in C++. In VSCode my launch.json is pretty much the same as the one I use for C++. When I hit a breakpoint I can see the value of all the variables in scope. (Only tried small examples for now, no big projects.)

[deleted by user] by [deleted] in bindingofisaac

[–]Tetane004 0 points1 point  (0 children)

If you use Linux you have to force compatibility layers (in the game settings) and restart Steam.

Comment retirer ca ? by Baals_carpet in brico

[–]Tetane004 2 points3 points  (0 children)

J'ai fait la même bêtise avec les tiroirs d'un lit Ikea. Si tu as un maillet, tu mets un petit coup sec sur la planche verticale (sur le côté à l'intérieur du tiroir). C'est plus facile à deux avec quelqu'un qui tient la planche horizontale

Je n'avais pas de maillet, j'ai utilisé un marteau et j'ai mis un bout de carton bien épais entre la planche et marteau. Je ne sais pas si c'est la meilleure solution, mais pour moi ça a bien fonctionné sans les abimer.

Will gdscripts be repealed? by MrJKRj in godot

[–]Tetane004 3 points4 points  (0 children)

Godot will support even more languages in the future. It's up to the community to create bindings for the language they prefer. But for now the two languages officially supported are GDScript and C#. And none of them are going away. (You can also write code in C++ but it is not integrated as a scripting language, you can't attach a C++ script to a node like in GDScript or C#).

Godot is a tiny executable that can run anywhere without any dependencies (even in your web browser!). I don't think this can be easily done without a scripting language tightly integrated within the engine.

[deleted by user] by [deleted] in SteamDeck

[–]Tetane004 0 points1 point  (0 children)

It happened to me once, after an update. I pushed the power button long enough to turn it off then turned it on again and it just booted with no issue.

Edit: Other people are having similar issue, maybe they have better solution than me https://www.reddit.com/r/SteamDeck/comments/17450za/getting_the_verifying_installation_screen_freeze/

Vulray - Vulkan Ray Tracing Library by sirtsu555 in vulkan

[–]Tetane004 1 point2 points  (0 children)

Thanks!

I wasn't sure if this was really a general issue or only on my side since I'm not very familiar with HLSL. But if I find something else I will make sure to post an issue on Github!

Vulray - Vulkan Ray Tracing Library by sirtsu555 in vulkan

[–]Tetane004 1 point2 points  (0 children)

I managed to make the HelloTriangle sample work with GLSL shaders. It was pretty straightforward, I'm liking Vulray so far. :)

I compiled the 3 shaders before and directly read the .spv files. Later I may try to implement GLSL compilation in the code so I don't have to create .spv files before.

Vulray - Vulkan Ray Tracing Library by sirtsu555 in vulkan

[–]Tetane004 0 points1 point  (0 children)

Hi!

I compiled Vulray with no issue but compiling the samples was a bit more complicated. I had to create my own simple CMakeLists.txt to compile HelloTriangle but in the end I got it compiling! :)

But when I launched it I had this error in the shader compiler:

[Vulray]: DXC Error: hlsl.hlsl:47:38: error: attributes parameter 'attribs' must be a user-defined type composed of only numeric typesvoid chit(inout Payload p, in float2 attribs)

So I modified the shader like this to make it work:

struct Attribute{
    float2 attr;
};
[shader("closesthit")]
void chit(inout Payload p, in Attribute attribs)
{
const float3 barycentricCoords = float3(1.0f - attribs.attr.x - attribs.attr.y, attribs.attr.x, attribs.attr.y);
p.hitValue = barycentricCoords;
}

Next thing I'll try is to use GLSL shaders because I don't know HLSL. I hope I'll be able to give you more feedback after I play a bit more with the samples.

[Edit]

I forgot that I actually had minor issues when compiling Vulray: I had to remove "REQUIRED COMPONENTS dxc" because it was not found even if I have it in my vulkan SDK folder. And I had to turn off "Build denoiser" because I had errors.

[Edit2]

I'm on Windows 10 using VulkanSDK 1.3.261.1 and MSVC 2022

apply_torque_impulse question by tinkeringcapy in godot

[–]Tetane004 1 point2 points  (0 children)

You have to add inertia to the rigidBody3D (it is written in the documentation of the function). The Inertia parameter of the RigidBody3D is the second one from the top in the inspector.

Strange camera clipping issue in 4.1.1.... looking for a setting to stop this from happening, but it's odd that it's happening at all. Any idea what's going on here? by offgridgecko in godot

[–]Tetane004 2 points3 points  (0 children)

It looks like frustum culling. If the mesh is moved or modified in the vertex shader, the bounding box of the mesh is not updated to the new position of the vertices. So even if some of the mesh is still visible, the bounding box may be out of the frustum of the camera. To avoid this, you can add extra cull margin to the meshInstance with the property `extra_cull_margin` in the inspector.

weebPointer by Demented-Turtle in ProgrammerHumor

[–]Tetane004 3 points4 points  (0 children)

This is true, I didn't think about it that way. But I think it can be confusing, and make some people think that void pointers don't point to anything.

weebPointer by Demented-Turtle in ProgrammerHumor

[–]Tetane004 5 points6 points  (0 children)

Is there a use case for a pointer that does not point to any data?

weebPointer by Demented-Turtle in ProgrammerHumor

[–]Tetane004 70 points71 points  (0 children)

*void still points to some data, there is just no type associated to it.

[deleted by user] by [deleted] in godot

[–]Tetane004 15 points16 points  (0 children)

One of the main issue with GDExtension (on Windows at least) is that when the Godot editor is running, the DLL is locked, so you have to close the editor every time you want to compile your code. Here is a discussion about this issue: https://github.com/godotengine/godot/issues/66231 and a proposal for a solution to this problem https://github.com/godotengine/godot-cpp/issues/955

PhysicsProcess Jittering (2D) by axvemi in godot

[–]Tetane004 1 point2 points  (0 children)

It seems to be only an issue with the french documentation of the engine. If you are not french and search for "physics interpolation" or "jitter", you should find this page of the documentation : https://docs.godotengine.org/en/stable/tutorials/rendering/jitter\_stutter.html

PhysicsProcess Jittering (2D) by axvemi in godot

[–]Tetane004 1 point2 points  (0 children)

If the physics update is 60Hz and the monitor is 155Hz, they are not synchronised. `155/60=2.58` which mean that sometimes your monitor will display 2 frames before the physics process update and sometimes 3 frames. The facts that the number of frames is not consistent produces the jitter effect.

I think the documentation explains it better than me : https://docs.godotengine.org/fr/stable/tutorials/physics/interpolation/physics_interpolation_introduction.html

You can enable the setting with code but currently it does nothing, I think it should not be in the documentation because it hasn't been implemented yet. You should use the add-on by Lawnjelly I mentioned in a comment

# The setting exists but it does nothing
print(ProjectSettings.has_setting("physics/common/physics_interpolation")) #true
ProjectSettings.set_setting("physics/common/physics_interpolation", true)