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.
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.
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...
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.
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)
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?
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.
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.
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.