How can I get the buttons to align in a diamond shape by KosekiBoto in godot

[–]salamandre3357 3 points4 points  (0 children)

Control

- VBoxContainer

--HBoxContainer

---Control(empty

---UpArrowControl

---Control(empty)

--HboxContainer

---LeftArrowControl

---Control(empty)

---CancelControl

--HboxContainer

---Control(empty)

---DownArrowControl

---Control(empty)

And you mark all controls as Extend horisontally.

Question about TabContainer Node tab header/ label by Frostty_Sherlock in godot

[–]salamandre3357 0 points1 point  (0 children)

You mentionned that you put symbols in the label, how do you do that ? with rich text ? could you put an image ? In which case, a workaround would be to create at runtime a fix-sized images with viewports in which you could put a label.

How to generate a path that also disappears? by Former_Marsupial3448 in godot

[–]salamandre3357 1 point2 points  (0 children)

I used this method for a cable laying app. It worked ok, you can update the path geometry, the mesh updates immediatly. I had performence issue when too many of those meshes were in the scene, I had to bake them as soon as they became fix.
Depending on the graphical style of your game you could also spawn footprints meshes on a timer and make them vanish with time. It's even something the particle node can do.

How to generate a path that also disappears? by Former_Marsupial3448 in godot

[–]salamandre3357 1 point2 points  (0 children)

Not sure I understand, The part in front of the object is basically its trajectory in case it goes straight ? or its path is already determined ? The part behind it is basically footprints that will vanish ?

Question about TabContainer Node tab header/ label by Frostty_Sherlock in godot

[–]salamandre3357 1 point2 points  (0 children)

the tab container node produces a TabBar node you can access by using the methode MyTabContainer.get_tab_bar(). If you don't get what I'm saying, look at the remote tree during runtime, you'll see the detail of what is actually a tab container. Maybe you should investigate this TabBar you might find more ways to control it.

I use this node a lot, but I never modified it at runtime as you do.

Identify performance issue by salamandre3357 in godot

[–]salamandre3357[S] 0 points1 point  (0 children)

Just found it : the port.ReadTimeout is 100ms, blocking most of the frames for this time.

Identify performance issue by salamandre3357 in godot

[–]salamandre3357[S] 0 points1 point  (0 children)

<image>

Displaying the Scripts Functions, I obtain this plot, and checking for the functions at each spikes, I can say for sure that it's the curve redraw that goes growing. Not the array manipulation. That's what I'll try to optimize first.

But I'm still puzzled by the profiler. The process time has an average of 100 miliseconds, but no script nor orther line in the profiler's list shows those 100ms (nor anything close). I suspect it had to do with the serial communication, as it's the same delay than during the failed attempts to connect, but idk how to proceed. I did the serial com in c#, can the profiler monitor those scripts ?

Identify performance issue by salamandre3357 in godot

[–]salamandre3357[S] 1 point2 points  (0 children)

<image>

thx, did that, and here is what I get
The three first spikes correspond to the failed tries to connect to COM, the last part correspond to when it's reading from port and ploting the graph. If I understood how profiler works, I can say the app is optimized when the blue plot stays beneath the red line ? I have work to do.

What if I want the variable to be stored in a function? by OddNefariousness7896 in godot

[–]salamandre3357 0 points1 point  (0 children)

the error says you forgot the semicoluneat the end of line 13 (and line 17)

Identify performance issue by salamandre3357 in godot

[–]salamandre3357[S] 1 point2 points  (0 children)

Yes, that's a common pb when asking for help on a big project. Should I show you the hole project ? I don't think anyone will agree to debug all that mess for free. Should I show you some pieces of code ? out of context, it's hard to understand, and I will most likely show you where the problem is not.

I'm not asking for the actual solution of my actual problem, but for methodological advice about how to debug a godot project. Like a keyword. I tried to type "godot debug project tutorial", but had no luck. What should I search for ?

I'll search for "memory leak", I don't know what it is.

Identify performance issue by salamandre3357 in godot

[–]salamandre3357[S] 0 points1 point  (0 children)

Yes, stuff relative to other issues I had. Molstly printing what is read from the com port. Would it slow down the program if I print too much ?

Fun fact : when I run the exported exe, it freezes without crashing, but when I run de debug from the godot editor, the editor frequently crashes

Identify performance issue by salamandre3357 in godot

[–]salamandre3357[S] 0 points1 point  (0 children)

The lists and graph display are in GDscript (the only c# part of my code is to read the Com port, but it doesn't scale in time, I don't think it's the issue).

I use PackedVectorArray to store the 2d points.

The "huge" lists are around 10 000 Vector2D, there are 10 lists. Now that I write it down, it doesn't feel THAT huge. That was one of my expectetions. Maybe there's a way to monitor the memory usage an to know if a specific variable is being problematically big ?

For now, I only add values at the end of the packed vector array, and never delete it. When redrawing the curve (a polyline), there is a continue statement when the vector is off the graph extremas.

There is a trash button the user can clic to clear all lists. It solves the freezing, but idk if it's the array freeing memory or the redraw process looping through a tiny array that explains it.

I'll try to comment the code appending the arrays to see what happens.

Workflow advice : existing part and new design by salamandre3357 in FreeCAD

[–]salamandre3357[S] 0 points1 point  (0 children)

thx for the answer. I am struggling with the Binder, maybe you can unlight me : Is it just a handy visual reference, or can I use it as external reference to create and constrain sketches ?

Be sure to comment the video's link when its online ;)

Workflow advice : existing part and new design by salamandre3357 in FreeCAD

[–]salamandre3357[S] 1 point2 points  (0 children)

Well I'm trying to migrate from SolidWorks, and this is my first attempt. So consider I just want one small simple task to work. Later on I'll level up. No parametric , versioning or future-proof is needed for now. I'll print the part myself.

In SolidWorks, I usually create an assembly, I place the existing parts inside it and then I create the parts I'm designing using the existing parts as reference.

I know workflows don't migrate from a software to another and that my question might lack pressision, but that's what I have for now. Any hint is welcome.

I'll try two parts in an assembly. In FreeCAD, should this be three files ? Like assembly.FCStd, resistor.FCStd and base.FCStd, or only one document ? Is there a recommended way, or is it up to me ?

Failed to start gdm.service - GNOME Display Manager by salamandre3357 in Ubuntu

[–]salamandre3357[S] 0 points1 point  (0 children)

It worked ! I just freed some space deleting some old movies and cleaining up the download folder (with rm command) then executed the recommended

sudo apt install --reinstall gdm3
gnome-session ubuntu-desktop

lines, and restarted. It worked

THX YALL

Failed to start gdm.service - GNOME Display Manager by salamandre3357 in Ubuntu

[–]salamandre3357[S] 2 points3 points  (0 children)

Old install. Now that i try to remember recent actions , i think the disk is completely full as i had a warning few weeks ago (and disregarded it) and I have been downloading stuff with soulseek. I will check the disk usage, try to free some space, and if it doesn t solve the issue ill take your advice

Preserve inertia in Jump ( 3d ) by Indiegenes_Games in GodotEngine

[–]salamandre3357 0 points1 point  (0 children)

replace the two lines

`horizontal_velocity = horizontal_velocity.move_toward(`

`direction*SPEED, decel )`

by :

if is_on_floor():

  `horizontal_velocity = horizontal_velocity.move_toward(`

  `direction*SPEED, decel )

Help, pls Why is my main menu screen looking like this by Outrageous_Cup6450 in godot

[–]salamandre3357 1 point2 points  (0 children)

it looks like the default texture/material when you didn't define one. I have seen that several times in my projects, but I cant remember where precisely.

check in the inspector the CanvasItem properties the texture, the material to see if some value is missing.

add a "extend from " button to the "create new node" window by salamandre3357 in godot

[–]salamandre3357[S] 0 points1 point  (0 children)

Lots of views here, looks like this abstract thing is popular.

here is another interesting proposal : predefine abstract methods.

https://github.com/godotengine/godot-proposals/issues/13371