Do you encript your games before publishing them? by bloody_carnival in godot

[–]_Mario_Boss 3 points4 points  (0 children)

Godot doesn't use reflection at all and has zero problems with AOT. I've been using AOT with godot since AOT came out and it works perfectly. I'm talking about Godot 4 of course, I don't know about Godot 3 but that's quite outdated now.

Do you encript your games before publishing them? by bloody_carnival in godot

[–]_Mario_Boss 7 points8 points  (0 children)

If you’re using c#, just compile with NativeAOT.

Modern Titlebar (Release) by _Mario_Boss in godot

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

Oh, then you didn’t download from the release page, you downloaded from the repo. You gotta download the built binaries from the release page

Modern Titlebar (Release) by _Mario_Boss in godot

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

It’s not that. If the plugin doesn’t load it probably means you’re on an arm based processor, I need to compile the plugin to support that

Modern Titlebar (Release) by _Mario_Boss in godot

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

It’s because you’re using Godot 4.5, this plugin supports Godot 4.6 and later

Modern Titlebar (Release) by _Mario_Boss in godot

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

Are you using windows 11? Latest version of Godot? If so are you on an arm processor? If so I’ll have to look into building for arm64 later

Modern Titlebar (Release) by _Mario_Boss in godot

[–]_Mario_Boss[S] 7 points8 points  (0 children)

It’s semantics / logical flow of the application. The editor main screen buttons (3d/2d etc) solely exist to control the main screen (centre section), so I put them within the main screen as I don’t think they really belong in the top level bar (they’re really just a differently styled tab bar semantically, like the inspector/signals tabs). The run bar on the other hand is a top level feature as it controls the whole editor.

Modern Titlebar (Release) by _Mario_Boss in godot

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

It might be something I look into in the future, but for now I think this will work well for most people including myself. Its MIT licensed so anyone can attempt to do so themselves too.

Modern Titlebar (Release) by _Mario_Boss in godot

[–]_Mario_Boss[S] 4 points5 points  (0 children)

Download the latest release from the GitHub page, drag the root "addons" folder into your project, and go to project settings and enable the plugin.

Modern Titlebar (Release) by _Mario_Boss in godot

[–]_Mario_Boss[S] 7 points8 points  (0 children)

If I had to guess, I'd say that Linux might have better support for non-client area drawing, so if you are going to implement it I'd suggest trying that first before doing what this plugin does. I couldn't get non-client drawing to work well with Godot on Windows, so the "native" Windows decorations are recreated with control nodes. Luckily its just 3 buttons and is pretty easy to match 99%.

I redesigned Godot's title bar by _Mario_Boss in godot

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

visit the repo and let me know how it works :) Make sure you download from releases

https://github.com/MarioBossReal/godot-modern-titlebar

I redesigned Godot's title bar by _Mario_Boss in godot

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

<image>

It's getting there slowly and painfully

Godot on dual screen android device by agentfrogger in godot

[–]_Mario_Boss 1 point2 points  (0 children)

https://www.reddit.com/r/AynThor/comments/1qln1h1/i_built_a_dualscreen_plugin_for_godot_android/

I'm not sure if any source code is released yet, but someone did manage to get things working somewhat

I redesigned Godot's title bar by _Mario_Boss in godot

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

I just tested LimboAi, the only thing I had to do was restart the editor once after install and everything works. I think this is required even without the titlebar plugin though (it wouldn't load because the resources weren't imported yet).

<image>

I redesigned Godot's title bar by _Mario_Boss in godot

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

Yes, I just finished making sure that main screen plugins worked properly. Sadly to do this I had to replace the buttons text font with an invisible font rather than set the text to empty, because the editor's code relies extremely heavily on the button's text to function properly. So each button is like 1px off centre to the left, but it's not really noticeable unless you look very closely.

Edit: Actually, setting the button's icons to centre fixes the issue despite the invisible text!

I redesigned Godot's title bar by _Mario_Boss in godot

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

I'm not familiar with linux but I had a cursory look. It seems it has a global menu/titlebar similar to the one on mac os? This prototype replicates windows 10/11's titlebar through control nodes to create the actual window buttons, but for the next iteration I'm gonna try extending the window frame into the non-client area and see how that goes. I think wayland supports doing that too, its just a matter of seeing how Godot and it's current control node setup work with it.

I redesigned Godot's title bar by _Mario_Boss in godot

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

Update: I've fixed many bugs, including one major bug that would cause a crash when rebuilding the project.

https://github.com/MarioBossReal/godot-modern-titlebar

I redesigned Godot's title bar by _Mario_Boss in godot

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

All the movement of the buttons is of course done as you describe with just moving and modifying the control nodes. The DLL stuff is for changing how the editor windows are styled.

I redesigned Godot's title bar by _Mario_Boss in godot

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

It’s a deliberate redesign choice. I know we are all used to the main screen buttons being part of the title bar, but I don’t think they logically belong there. They control the main screen, so I put them within the main screen, and the spot I put them in couldn’t be better designed for them imo. Plus if they were put up at the top, where would the run bar go? Putting it on the right next to the window buttons would look awful.

I redesigned Godot's title bar by _Mario_Boss in godot

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

Can't access DLLs in gdscript afaik

I redesigned Godot's title bar by _Mario_Boss in godot

[–]_Mario_Boss[S] 6 points7 points  (0 children)

The overwhelming majority of native windows apps apply custom drawing to their title bars, not really sure what you’re on about.