How do I deactivate the new theme on #Godot 4.6? I just want to bring back the old look and feel, text looks so small on this last update. :(

EDIT: Some hints to bring back a similar look and feel than the old one in the responses.

#GodotEngine #GodotHelp

Troubles with Saving and Loading Dictionary of Resources

Hey all ! Thank you for your insight and feedback. I’ve gone ahead and come up with a solution I’m happy with, so I will outline the solution(s) I’ve received. Method 1: ResourceSaver and ResourceLoader I learned an important note about this method. You have to save it with a .res or .tres file extension or else the saving fails. Thank you to @normalized for this revelation. Additional extensions can be found via ResourceSaver.get_recognized_extensions(). Here’s the code: SAVEDATA.gd func Sav...

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found out the cause of all the objects disappearing but still being interactive.
turns out that for whatever reason, when the level swaps, the camera i use for the Eversion effect becomes the current camera, despite the main camera still being active. if I set the main camera as the current camera again, all the objects show up as expected.
why !!!! i'm not setting the current camera anywhere !!!!! why does this happen and only at runtime ??
#godot #godothelp #help #helpwanted #godot3d #gamedev #indiedev

argh !!!! godot !!!! why do you do this to me !!!!!

here's my issue:
I'm loading a level dynamically, right ? swapping out a node for a packed scene.
tell me why, then, when i instantiate the scene and add it as a child does the whole thing load in but only half of it render and become interactive ?
I can't see my collectibles, but i can sure collect them. I can't see signs/NPCs but I can sure read/talk to them. I can't see my patrolling enemies but I can sure get hurt by them. yet all the new level geometry and collision loaded.
Why is this ?? What am I doing wrong ?? The camera render layers don't change between loads -- it's still the same camera, just following a different target once the new level loads in. What's going on !!!! aaaarrrrggghhhhh !!!!!!!
#godot #godothelp #help #helpwanted #gamedev #indiedev #godot3d

Using #GodotEngine if it matters. Does it have something to do with how user:// is created the first time on Deck/Linux (e.g. permissions)? Will have to experiment on Linux.

#GodotHelp #GodotSteam

Adding the level in the tree still takes a lot of time on PS Vita (and I can't display a progress because it uses the main thread), do you have any advice in this matter?
(it's godot 3.5)

#psvita #godot #godotengine #gamedev #godothelp

Need help with #GodotSteam. I am using the C# bindings addon. It seems that I have to call Free() on the Steam GodotObject when I quit the game, or else I get a memory leak warning. This would be fine, but doing so adds a full second or more to my shutdown time. Trying to run it in parallel as a Task doesn't seem to help (though I might be doing it wrong). Is there a better practice I can use to speed this up?

#GodotEngine #Godot #GodotHelp #IndieDev #GameDev

Why does #GodotEngine 4.4 keep flipping this metadata back and forth? I am seeing this behavior in a number of resources that contain Arrays or Dictionaries.

#Godot #GodotHelp #IndieDev #GameDev

If I updated to 4.4, would the new UID system prevent this from happening? This is also causing a lot of warnings in my exports.

#Godot #GodotEngine #GodotHelp #GameDev #IndieDev

Why does #GodotEngine 4.3 keep seemingly randomly messing with UIDs? Especially after I switch workstations? It will sometimes add or delete a UID reference to a scene that references a resource, or even change the UID of a resource itself. This makes me nervous.

It doesn't even have to be a file I've touched. I can pull down the latest code from Github, open Godot, and get a big list of updated files like this.

#Godot #GodotHelp #IndieDev #GameDev