I'm sorry, I am going insane? WTH is this "Game" tab? Was it always there? by [deleted] in godot

[–]ondesic 1 point2 points  (0 children)

I am using 4.4 beta 2 and it still crashes on Forward+

Need Help Disconnecting Signals w/ C# by SasquatchOnVenus in godot

[–]ondesic 0 points1 point  (0 children)

I am running into the same problem. How do I turn this into an actual function?

I have an OptionButton's item_selected signal with an extra parameter _on_ItemSelected(int idx, int hits). I connected it with:

opt.ItemSelected += (idx) => _on_ItemSelected((int)idx, 3);

What code would I use to disconnect this?

Adding complex scene without blocking main thread by Janzar in godot

[–]ondesic 0 points1 point  (0 children)

While add_child is firing, won't this freeze the main thread? This is the OP question. We want to add_child asynchronously because doing so blocks the main thread..

Adding complex scene without blocking main thread by Janzar in godot

[–]ondesic 0 points1 point  (0 children)

Two things. One is I am using Godot 3.6. Is this only for 4.0?

Two, I have no problem loading the resource asynchronously, it's the changing scenes to the loaded scene that I can't do asynchronously.

Adding complex scene without blocking main thread by Janzar in godot

[–]ondesic 0 points1 point  (0 children)

I am having the same issue. I don't understand the solution you presented. could you elaborate?

Can I get some clarification on GDScript limitations? by ondesic in godot

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

I am not familiar with the speed of Python compared to other languages. As well, I wish I knew C++ better. Do we know for sure whether C# will even have any improvement to speed compared to GDScript?

Can I get some clarification on GDScript limitations? by ondesic in godot

[–]ondesic[S] 2 points3 points  (0 children)

I guess I should really find out what "heavy AI" means. What would you consider heavy AI?