As usual multithreading starts simple and then becomes a bit of a headache.

I am scanning and parsing roughly 500.000 files for spritesheet information or guessing the spritesheet by analysing the image.

Scanning the file tree takes 2 seconds.
Guessing atlas structure works well with a couple of thousand files but slows down when I do it for the full 500k.

Need to do some refactoring and add better controls for the cache and parsing request system.

#godot #gdscript #mipgam #godottool

#godot #gdscript #csharp

Does anyone know it I can access a class_name global script from within a c# class when using Godot?

I have a global autoload from a my_global.gd file with a class_name of MyGlobal that is assigned to the global of "g".

I can get the node "/root/g" from within c# but I don't seem to be able to do something like GetNode<MyGlobal>("/root/g").

GDscript on the other hand has no problems instantiating my [GlobalClass] c# classes.

There are two things that would make me never want to leave the Godot Editor environment for scripting.

a) Detachable Debugger window with the value fields using more than 50% of the available space. (They are so tiny and the labels waste so much space)

b) Having a rename refactoring working across files and understanding Godot's autoload singletons.

#godot #gdscript

Renaming Refactorings are one of the basics that I feel are a must have for any programming language IDE.

And it is a shame that the IDEs do not seem to work consistently for gdscript.

Godots own editor currently only has search & replace which is far from refactoring.

Rider rename is broken. (issue opened).

VS Code actually works locally, class level and solution level. But I couldn't get gdscript debugger to work.

#godot #gdscript #rider #vscode

It seems that I want too much when I want a gdscript IDE that connects consistently to the LSP, debugs properly and also understands godots global autoloads 😞

Rider works well when it comes to debugging c# and gdscript code. It hits the breakpoints for both languages (even in mixed mode). I can start and stop an instance and start debugging.

But it does not understand the global autoloads. So some of my manager classes are full of warnings and no inspection.

#godot #gdscript #rider

Hi folks! ✌️

Here's an update of Burgers πŸ”πŸ”πŸ” that you can download from my website πŸ‘‰ https://xolat.games/servers/ and that has some little changes.

Or you can pull the repository πŸ‘‰ https://codeberg.org/xolatgames/Battle-for-Burgers and launch it by this way.

Have a good day! πŸ˜‰

P.S: The list of the changes πŸ‘‰ https://codeberg.org/xolatgames/Battle-for-Burgers/releases/tag/v1.2.1

#godot #Godot4 #godotengine #gdscript #multiplayer #OnlineMultiplayer #online #game #games #gamedev #indie #indiedev #indiegame #gimp #gimp3 #3d #platformer #gamedevelopment #indiegames #burgers

🌐 Servers

xolatgames

Today I was really struggling with the missing support for any type of refactoring in the built-in editor for gdscript - search & replace doesn't count.
And the fact that you cannot move the debugger into a separate window (these value fields are so so small).

I ended up installing Rider. Which has a semi-working rename refactor for gdscript but a well working debugger and inspector. Hot reload works as well.

I hope this PR [1] makes it.

[1] https://github.com/godotengine/godot/pull/102380#issuecomment-4109142496

#godot #gdscript #rider

[GDScript] Add refactor rename symbol functionality by adamscott Β· Pull Request #102380 Β· godotengine/godot

WarningFor this moment, this PR is public for testing purposes. Work is still done to it to iron out issues. Use at your own risk AND always backup before trying out new features. This PR adds the...

GitHub

The first version of the gallery component is working. Yay!

In the project file you define the source folders and the file-, cache-, atlas- and gallery managers parse them in multiple threads.

The gallery component displays the parsed assets in a grid allowing you to browse and display them.

In the video you can see me correct some of the extracted/guessed atlas information in real time and the animations are changing accordingly.

#mipgam #godot #gdscript #godottool

Programming mantra of the day - repeat after me:

Do not erase items from an array that you are currently iterating over.

First iterate, then erase.

I know this by heart but it seems I need a couple of decades more time to not fall for it once in a while 🀣

#programming #godot #gdscript

As infuriating, frustrating and up its own arse as #Python can be, I have to admit that list comprehensions go unreasonably hard. I wish more languages had this. I wish "We have Python at home" #GDScript had this.

I literally keep forgetting that this is a thing because I only use Python for Nikola and then I remember and it feels like cheating somehow.

Significant whitespace is still the Devil's palimpsest and I will die on this hill.