Skip to content
0
  • Home
  • Piero Bosio
  • Blog
  • World
  • Fediverso
  • News
  • Categories
  • Old Web Site
  • Recent
  • Popular
  • Tags
  • Users
  • Home
  • Piero Bosio
  • Blog
  • World
  • Fediverso
  • News
  • Categories
  • Old Web Site
  • Recent
  • Popular
  • Tags
  • Users
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse

Piero Bosio Social Web Site Personale Logo Fediverso

Social Forum federato con il resto del mondo. Non contano le istanze, contano le persone
craigp@mastodon.socialundefined

Craig P

@craigp@mastodon.social
About
Posts
11
Topics
2
Shares
0
Groups
0
Followers
0
Following
0

View Original

Posts

Recent Best Controversial

  • so i think i know my plan of attack.
    craigp@mastodon.socialundefined craigp@mastodon.social

    @eniko When I was using it, I didn't even know what a compiler was. And if I left the machine on for more than an hour, it would overheat and begin randomly flipping bits.

    Enforced breaks, probably should be part of modern machines too.

    Uncategorized

  • so i think i know my plan of attack.
    craigp@mastodon.socialundefined craigp@mastodon.social

    @eniko Wow, this sure brings back memories. QBasic...

    Uncategorized

  • OK, #godot question.
    craigp@mastodon.socialundefined craigp@mastodon.social

    @stylus Ahah, you are 100% right, that works fine.

    Maybe that should be part of the "fatal parser error because it will return null and that apparently is a fatal parser error" message.

    Uncategorized godot

  • OK, #godot question.
    craigp@mastodon.socialundefined craigp@mastodon.social

    It is unimaginably stupid, but the only workaround I could find was to have an "export var body:RigidBody3D" and then assign it ITSELF in the inspector.

    Can't even assign it in code, not using the techniques I know.

    This is sad.

    Uncategorized godot

  • OK, #godot question.
    craigp@mastodon.socialundefined craigp@mastodon.social

    This wouldn't be an issue if Godot had interfaces and I could have Array[ControlInterfaces].

    Uncategorized godot

  • OK, #godot question.
    craigp@mastodon.socialundefined craigp@mastodon.social

    OK, #godot question. I think this was a recent change, I remember it working before.

    Since all Godot scripts are layered on top of a node type, it's quite possible to assign a script that descends from "Node3D" to a more specific node - say, "RigidBody3D".

    I want to say "if self is RigidBody3D:" and have logic.

    However, Godot IMMEDIATELY red-flags it. As a parse error. A PARSE ERROR?! It parses fine, what a whiner.

    Anyway, how do I do it?

    Uncategorized godot

  • For some reason, thinking about how the root word "gradi" (to step) is the same for
    craigp@mastodon.socialundefined craigp@mastodon.social

    @eldritch48 Oh, true!

    Uncategorized

  • For some reason, thinking about how the root word "gradi" (to step) is the same for
    craigp@mastodon.socialundefined craigp@mastodon.social

    @eldritch48 ingress and egress too!

    Uncategorized

  • My blog post about reflective materials in Block Game is out now!
    craigp@mastodon.socialundefined craigp@mastodon.social

    @eniko That's right! Before you create a player model, you have to create a stupid memeworthy descriptor for your default model. Like... "Steve"... but not "Steve", that one's taken.

    Uncategorized

  • My blog post about reflective materials in Block Game is out now!
    craigp@mastodon.socialundefined craigp@mastodon.social

    @eniko Are you taking a reverse shot with the player in the frame, for basic mirroring? Either way I think this could be a lot of fun, a structure that shows what is behind the viewer allows for a lot of new builds.

    Uncategorized

  • I love how every communication from a company these days is "we remain committed to being ethical good guys, so we are introducing a change to our service where fuck you, go die in a fire."
    craigp@mastodon.socialundefined craigp@mastodon.social

    I love how every communication from a company these days is "we remain committed to being ethical good guys, so we are introducing a change to our service where fuck you, go die in a fire."

    Uncategorized
  • Login

  • Login or register to search.
  • First post
    Last post