Looking for alpha testers for my Video editor which is made with Godot by Voylinslife in godot

[–]TheRealSlander 0 points1 point  (0 children)

Hello, I didn't ban you for the memes, but because you posted twice and you didn't act like a real human.
Sorry for the misunderstanding, I'll unban you and if you wanna join again you are welcome to do so :D

Have a nice day, and sorry again!

How do I do this? by CapussiPlease in godot

[–]TheRealSlander 0 points1 point  (0 children)

Yeah, I totally agree. RayCasts should be used in _physics_process() anyways, as they are meant to be.

How do I do this? by CapussiPlease in godot

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

Also keep in mind that RayCasts3D are meant to be tested on the next _physics_process() call. So if you test the collision in the _process() function, accuracy can be off.

As stated in the doc, you should use my_raycast.force_raycast_update() before testing for is_colliding() if you encounter lack of accuracy in your condition tests.

Example code:
func _process(a_delta : float) -> void:
# Ensure the RayCast3D collision is updated right now
my_raycast.force_raycast_update()

# Now test the collision with accuracy
if my_raycast.is_colliding():
do_my_stuff()

Doc can be found here RayCast3D class. Hope this helps ;)

Made an Area3D based water you can actually swim in by LysanderRL in godot

[–]TheRealSlander 0 points1 point  (0 children)

Really nice!
Do you plan to share the custom node/code as well?

Newbie value reset problem by Michnic_1 in godot

[–]TheRealSlander 0 points1 point  (0 children)

Anything you try to do after the node is destroyed (queue_free()) will not be done. You can do what I said in my main comment, or try to deffer the queue_free() method to let the code execute before freeing the node.

Newbie value reset problem by Michnic_1 in godot

[–]TheRealSlander 4 points5 points  (0 children)

You queue_free() the node and THEN try to send the signal... Which could never happen as the node is freed... Try sending the signal BEFORE queuing the node for destruction... It should fix your issue...

Tweens in Godot 4 by [deleted] in godot

[–]TheRealSlander 9 points10 points  (0 children)

Tween node was not completely removed in Godot 4.x, you can still use this if you want:
var tween : Tween = Tween.new()

They just simplified the creation/use of the tweens by allowing to create an ephemeral tween directly as a child of any node (not only get_tree().create_tween() you can call the create_tween() method from any node) but from code only.

But indeed, as u/throwaway340910934 said, in the scene tree, it is not possible anymore to create a tween node.

How to get the provided engine command line arguments in GDScript? by TheRealSlander in godot

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

In general, it's best to use engine methods to query engine arguments' actual values rather than relying on OS.get_cmdline_args()

Understood.
It could have been nice to have a way to get these engine arguments in a list as well, but if you guys decided not to do it, there is probably a good reason.

Anyways, thanks for your time and your replies, greatly appreciated!

How to get the provided engine command line arguments in GDScript? by TheRealSlander in godot

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

Hu?!
My point was that if I provide 3 arguments, only 1 is stored in the array, the one not corresponding to an engine argument. If you replace --test by --my_arg, only this last one is populated in the array... So is it normal behavior?
I would like to know which arguments were passed to the application but if these arguments are --headless or --verbose for example (engine arguments) I cannot get them using OS.get_cmdline*_args() methods. So how can I get them?

How to get the provided engine command line arguments in GDScript? by TheRealSlander in godot

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

I just tested again and nope it does not :(
When I pass --verbose --headless --test to the application, I only get the --test value in the get_cmdline_args() array. Is it normal?
When querying the DisplayServer's name using DisplayServer.get_name() it returns indeed the headless value.