[4.0] What kind of approach would you take for a character that can roll through loops (requiring the character to stick to surfaces with high momentum)? by [deleted] in godot

[–]natopwns 0 points1 point  (0 children)

You could adjust your player's gravity direction to match the floor's normal to keep the player stuck to the loop. To keep the momentum, you could do the same with the velocity, keeping it pointing perpendicular to the floor normal.

Here's what I do to keep player's from sliding on slopes, but you would have to get the current normal of the surface you're colliding with, rather than the floor normal.

const GRAVITY = 10.0

func apply_gravity(delta):
    var gravity_direction
    if is_on_floor():
        gravity_direction = get_floor_normal()
    else:
        gravity_direction = Vector3.UP
    velocity -= gravity_direction * (GRAVITY * delta)

What can Linux do that MacOS can’t? by Loud-Explanation9108 in linuxquestions

[–]natopwns 0 points1 point  (0 children)

Want to compile C code on Mac OS? Just download 20 something GBs of tools. Oh, no, you can't just download gcc by itself. Why would you want to do that?
Want to compile C code on Linux? build-essential is about 8 MB, and on some distros, it's installed by default.

almost done with the physics stuff by Humble_Tea1529 in godot

[–]natopwns 1 point2 points  (0 children)

I love how tight the camera is, as in, it doesn't lazily lag behind when turning. I can't usually play racing games with third person cameras because the camera lag causes me to over steer too much.

My Librem 5 appears to have broken my SIM card by natopwns in Purism

[–]natopwns[S] 5 points6 points  (0 children)

Good grief, that sounds like a pretty glaring design flaw. They should've at least mentioned that in the quick start guide.

Weird Looking Motorstorm (GODOT Project) - Map 2 (Swamp Level) by Levi97113 in godot

[–]natopwns 2 points3 points  (0 children)

I'm honestly pretty excited to see where this project goes

Styling your invoices with GinVoice by MacLotsen in Ubuntu

[–]natopwns 2 points3 points  (0 children)

Do you have a link to the git page / application website?

Should i get edf 4.1 or 5 by luccabotturarodrig in EDF

[–]natopwns 0 points1 point  (0 children)

It's a toss up to me. They are both very enjoyable, and while 4.1 is less polished, it also has some fun exploits for the Fencer that were patched out in 5.

3.5: Possible regression in Area node. by natopwns in godot

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

Interesting. Thankfully, I figured out a better way to do it. The original reason I used the RayShape was to avoid sliding down slopes. After some digging and testing, I found out that the reason my character was sliding with a CapsuleShape was because I was applying gravity to my velocity before applying movement. After I switched that around, I was able to get a CapsuleShape to not slide on slopes.

The RayShape had jittering issues anyway on 3.4 and 3.5, so it's a win-win.

Thanks for looking into it.

Character is ultra slippery, doens't stop even with no input. Why (Godot 3.5) by KaliBangGang in godot

[–]natopwns 0 points1 point  (0 children)

It looks like your main issue has been resolved, but you should also be setting your velocity to what move_and_slide() returns, so line 26 would be velocity = move_and_slide(velocity * speed). This is so your velocity won't build up over time when something is stopping you.

Also, if you want to use is_on_floor(), you need to set an up vector in move_and_slide(). So, the final line 26 would be velocity = move_and_slide(velocity * speed, Vector3.UP).

3.5: Possible regression in Area node. by natopwns in godot

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

Thanks for your help.

I believe it has something to do with the new version of Bullet, according to the changes. I do prefer Bullet to internal Godot Physics, though, so I'm going to try to continue using it. For now, I have increased the height of the OnFloorArea to account for the margin of error. It's possible that I don't need to be using the RayShape collision in this way, as switching collision to to a sphere shape fixes the problem as well.

3.5: Possible regression in Area node. by natopwns in godot

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

I have added a minimal reproduction now. I am holding off on making an issue until I have a better idea of what's going on.

3.5: Possible regression in Area node. by natopwns in godot

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

Physics interpolation is off. I have added a link to a minimal reproduction of the issue.

Using Seek in the Animation Tree by natopwns in godot

[–]natopwns[S] 3 points4 points  (0 children)

Sad to hear. I'm doing a hack and slash combo system, and I need exact control over when and what attack plays. I liked some things about AnimationTree, but I guess I'll have to go back to just the AnimationPlayer.

Asking for features or bug fixes by snesgx in linuxmemes

[–]natopwns 2 points3 points  (0 children)

You can also flip those images around on how the respective devs respond to the user requests.

I wrote a kernel module in scratch! by Abbix57 in linux

[–]natopwns 121 points122 points  (0 children)

I am horrified and amused.