Sapiens: Furniture has been updated, fixing a fatal crash (1.6.2). I was registering a material called 'Material', and the base-game updated to register this material itself. Doh! 
#sapiens #modding #lua
@sirlich.bsky.social
Unreal Engine gamedev by day, Godot gamedev by night. Formerly XR developer for the big business boys. Website: https://sirlich.dev/
Sapiens: Furniture has been updated, fixing a fatal crash (1.6.2). I was registering a material called 'Material', and the base-game updated to register this material itself. Doh! 
#sapiens #modding #lua
It wouldn't be too hard to write a little wrapper that would do this. Interesting to imagine how rate of change would be determined for things like color properties ๐ค
22.10.2025 20:39 โ ๐ 0 ๐ 0 ๐ฌ 2 ๐ 0So... technically you can even get the editor root node (it's all nodes!), find the dropdown, and force a selection via code. Seriously that's possible
13.10.2025 20:35 โ ๐ 2 ๐ 0 ๐ฌ 2 ๐ 0Maybe with EditorInterface.get_editor_viewport_3d(idx).get_camera_3d(), or am I missing something about your use case?
13.10.2025 20:29 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0A passing-of-the ages high fantasy setting where the age of men is ending. Generation ships leave for other stars systems. The remaining humans, while technologically superior are left to deal with an increasingly large and feral population of fey.
13.10.2025 07:42 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0TIL about Python template strings; a generalization of f strings (string interpolation), without a defined rendered output
peps.python.org/pep-0750/
#programming #python
Having a robust set set of components is super fun. I just discovered I can get my enemies to leap around the level by attaching ProjectileComponent to them ๐ฑ
#godot #gamedev
I'm thinking that in places where I don't need time dilation, I can just multiply by the inverse to remove the dilation. So an opt-in system instead of an opt-out system.
02.10.2025 08:49 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Does anyone have experience exposing Engine.time_scale to the user? I had been rolling my own implementation, and mulitplying the value where it made sense (animations, timers, etc). I didn't realize the Engine already had this built in.
02.10.2025 08:48 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0@yurisizov.bsky.social have you seen the 4.6 release notes? ๐
I knew this feature has been suggested for ages (and a couple abandoned PRs), but I never knew it would come so quickly after I invested the time to make an editor plugin. I guess I get a bit of vindication though haha.
Huh.
apnews.com/article/ea-e...
#gamingnews #gamedev
The past tense of shoot (shot) and troubleshoot (troubleshooted) is incongruent. Chew on that!
26.09.2025 21:07 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Wonderfully weird: erikdemaine.org/fonts/tetris...
23.09.2025 14:50 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I use @export_group("Private") and then drag and drop w/ @export var. 
It looks like this in inspector, and I never need to touch it (well, rarely):
Do you avoid export vars? For what reason?
21.09.2025 11:24 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0I tend to actually create Scene files, even for scripts that wouldn't really require it (e.g., a HealthComponent). Then I attach that *scene* in multiple places. I never use a *script* in multiple places if that makes sense. 
So in that sense the coupling is nearly 100% consistant for me.
Nope. I've improved upon it (according to me hahah) by making it generate @export vars, and assigning them.
It works by checking the open scene and checking if it matches the open script. I prefer export vars for refactoring reasons. Having the var auto-assigned is huge for me.
I actually asked the author of the VSCode Godot plugin, and he didn't have interest in implementing. Also asked the VSCode IDE people, and same deal. 
I think the disconnect is that Scenes != Scripts. Even though tighly bound Scene+Script coupling is very common in my workflow.
I know I've posted about this before, but I swear you guys are sleeping on my drag-and-drop export utility.
CTRL+SHIFT while dragging nodes into your inspector. It creates the relevant @export variable, and assigns it.
Imagine asking a question on bsky, tagging multiple hashtags, and then setting it so only your followers can answer ๐ฃ
I know the answer to your question good sir, but you'll never learn because I'm incapable of answering you.
I signed up to do a group playtest session for my in progress game. So... I guess time to get my game into playtest shape? ๐
12.09.2025 21:36 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0From top left: Damage, it travels horizontal only?, Reload Time, Damage to Terrain, How much is bounces you when you step on a bolt stuck in the wall?, Capacity?
11.09.2025 22:53 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0They look a bit like Lemon Drop or Hot Lemon chilis
10.09.2025 16:41 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0๐คต I don't know how popular this game is going to be. And I don't imagine a game like this to be my magnum opus.
But it still feels like a culmination of my skills (so far). It constantly offers opportunities to use every trick in my book to achieve the result. And it's such a great feeling to do!
There! New and obviously improved models for all my gameโs characters! You would definitely be afraid of these horrendous- I mean horrifying character designs! #blender #b3d #oc
07.09.2025 17:39 โ ๐ 2 ๐ 1 ๐ฌ 0 ๐ 0Would you include ELO in this? Sometimes the meta-game of climbing ELO is more fun than any individual game (of whichever game you're playing) ๐ค
06.09.2025 10:36 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0I'm glad to announce that I will be working as a contractor for the @godotfoundation! :godot: Starting with this PR to make that UI focus is hidden when gained via mouse/touch input:
https://github.com/godotengine/godot/pull/110250
#GodotEngine
Related: Dragging file formats like gltf or fbx into blender, directly from the file explorer. I think this one might have been added though.
28.08.2025 20:35 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Its just one line: draw_string(ThemeDb.fallback_font, Vector2.Zero, "Hello World", HORIZONTAL_ALIGNMENT_CENTER, 90, 22)
People tend to use labels (UI nodes) for this, but that doesn't mean the raw API doesn't exist.