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#gdscript

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Just published a Godot singleton for enforcing abstract functions in GDScript + a Promise helper for async workflows.
Useful if you're tired of forgetting to implement fully classes extending from what should to be an abstract class.

Check it out 👉 github.com/kubecz3k/gdscript-l

It originates from github.com/MSEP-one/msep.one for which it has been written originally
#GodotEngine #GDScript #GodotTools #GameDev

GitHubGitHub - kubecz3k/gdscript-language-extension: Provides gdscript features which are not normally part of the languageProvides gdscript features which are not normally part of the language - kubecz3k/gdscript-language-extension

If I have multiple Path2D nodes starting or ending at the same point, how do I get an array of them?

I have a piece that moves along the bottom path up towards the centre. I then want to get a list of other paths at that point so I can decide which of them the piece will continue moving along...

How do I get a list of paths that have a point at a given location?

Hey I'm still looking for work.
I've applied to a lot of places in my area and I'm getting nothing.

I'm a programmer at heart, but I've also been looking for regular entry-level jobs because there haven't been any coding positions open at my level as far as I could tell.

If you can offer me a job, it might save my butt. And if you can't offer me a job, could you at least share this post?

I live 30 minutes away from Bellevue if that helps.

So like, I guess I never did a #introduction?
Call me Z. I’m a nerd who loves #tech, likes science, and has been indoctrinated into the #startrek cult since I was a child 🙃
Really I’m just another high school kid with family problems and ‘s antisocial, but hi there! Learning #gdscript and #java, oh and I use #VanillaOS btw.
Not a dev (yet) but an avid user of FOSS material and an even more avid spewer of things in the #iOS #jailbreak scene. Ask my thoughts, @ me, I’ll prolly respond sometime 🧵

Replied in thread

My #Godot4 #programming tool gdscript.live is now at version 1.3 🎉
Major new features and changes:
- Auto indentation
- Tab vs Space indentation settings
- Page/UI zoom/scale setting with hotkeys
- Settings save (your script doesn't; that's on my radar, though)
- `print_rich`, `push_warning`, and `push_error` all have been fixed
- `push_error` and `push_warning` now display the line that emitted them
- Some amount of script validation before it's run (mostly indentation checks)
- Added info on how to profile to the About window

gdscript.liveGDScript.Live
Continued thread

Next release (v1.2) of my #Godot4 programming tool gdscript.live features function profiling (similar to what quick-bench.com provides for C++). This will help #gdscript programmers quickly test and determine which implementation of an algorithm is faster (and by how much). For example, did you know `String.format(...)` is ~80% slower than string concatenation and ~50% slower than using C-style format strings? Now you do! (At least for this specific set of inputs 😉)

By default, 10k runs are performed for each profiled function in batches of 1024, but you can specify the iteration count as a parameter of `GDScriptLive,profile(...)`.

#Godot #GodotEngine #programming #gamedev

You can find the script in this image here: gdscript.live?script=ZnVuYyBjb

I've just published gdscript.live since it's a tool I've wanted for a few years now, but no one else has seemed to get the feature set I want.

The main goal is to help share and test #gdscript snippets for answering #godot (#godot4) questions, but I plan on adding a profiler to help test performance of different implementations of an algorithm/feature (eg: all the different ways of constructing a String)

Everything runs locally in browser. The "Share" button fully encodes the current script within the URL, so sharing examples should be effectively permanent.

gdscript.liveGDScript.Live