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p10tr3k
p10tr3k commented Apr 23, 2020

Godot version:
v3.2.2.rc.custom_build.36a30f681

OS/device including version:
Window 10

Issue description:
I'm trying to save ProjectSettings at runtime using save_custom to location "user://override.cfg", but this action returns error ERR_FILE_UNRECOGNIZED. Actually this method returns this error for any path. Is it allowed to call it at runtime or only in tool? I want to use

imgui
ocornut
ocornut commented Oct 15, 2019

Some changes have been made to the main Readme (which appears when landing on the github webpage) and the FAQ. This is a post to notify people, gather some interest and suggestions.

Thanks to @ker0chan for her help on the Readme (lots more feedback that I haven't processed yet) and @ButternCream for his help working on the FAQ.

revolutionart
revolutionart commented Sep 10, 2019

This issue happens with large tree's, a square showing up removing the shadow. This issue existed since at least CE5.2.

Reproduce: Blank project -> Basic Level (just a name, basic settings) -> Import large tree -> Make sure shadows are visible -> Move around it should show up.
I reproduced it in 5.6.1, 5.6, 5.5 and 5.2 (all the engines i had)

5.6.1 Below
![ezgif-3-23d640313f55](https://us

bgfx
AkkaWakka
AkkaWakka commented Dec 28, 2019

I think there is an error in the FrameLimiter implementation logic for the Sleep strategy, unless I'm misunderstanding something.

The docs say (emphasis mine):

Sleep will call thread::sleep with a duration of 0 milliseconds until the frame duration has passed.

In the code, the Sleep strategy is called with a zero duration:

const ZERO: Duration = Duration::from_millis(0
engine
daredevildave
daredevildave commented Feb 26, 2019

If a material has an existing prefiltered cubemap set, then updating the material's cubemap property material.cubeMap = cubemapAsset.resource will have no effect as this call doesn't update the prefiltered textures in the material.

Changing a material's cubemap should at least clear old cubemap data, and ideally update it to the new maps.

TheBricktop
TheBricktop commented Dec 6, 2018

Describe the bug
The Unity usage example assumes that user has Rantionary.rpkg file in assets/resources folder but there is no step by step information on how to import those and from what source.
The Rant3.zip from github doesn't contain said file.

To Reproduce
Steps to reproduce the behavior:

  1. Follow the Running in Unity tutorial
  2. Run the example in Unity
  3. See the erro
Hectate
Hectate commented Apr 10, 2020

I was trying to look up the API for the DebugPanel so I could locate an option to decrease the text size. I'm developing a smaller resolution game and the elements of the panel overlap and are unreadable/unusable at these lower sizes. Upon opening the API and searching/clicking on the DebugPanel link, I'm routed to [http://melonjs.github.io/melonJS/docs/me.DebugPanel.html](http://melonjs.github.io

tapir
tapir commented Jan 17, 2020
edgeDebug := imdraw.New(nil)

for !win.Closed() {
    // .....
    
    edgeDebug.Clear()
    //edgeDebug.Reset()
    edgeDebug.Color = colornames.Red
    edgeDebug.Push(points...)
    edgeDebug.Line(2)
    
    // .....

    win.Draw(edgeDebug)
}

According to documentation below

// Clear removes all drawn shapes from the IM. This does not remove Pushed points.
fun

stride
johang88
johang88 commented May 2, 2020

Release Type: Github
Version: master

Describe the bug
The documentation states "The index of the component to access. Use 0 for the alpha component, 1 for the red component, 2 for the green component, and 3 for the blue component".

The actual implementation uses:

switch (index)
{
	case 0: return R;
	case 1: return G;
	case 2: return B;
	case 3: return A;
}
rdb
rdb commented Mar 28, 2020

The following code fails:

from panda3d.core import *

dst = PNMImage(2, 2)
src = PNMImage(1, 1)
dst.add_sub_image(src, 1, 1, 0, 0, 1, 1)

However, using copy_sub_image works fine. This is because add_sub_image does not properly add the offset when sampling the source image.

Fixing this will require adding the offset calculation from the other *_sub_image methods to

RichardGale
RichardGale commented Apr 12, 2020

from World.js

/**

  • Add a spring to the simulation
  • @method addSpring
  • @param {Spring} spring
    */
    World.prototype.addSpring = function(spring){
    this.springs.push(spring);
    var evt = this.addSpringEvent;
    evt.spring = spring;
    this.emit(evt);
    evt.spring = null;
    };

/**

  • Remove a spring
  • @method removeSpring
  • @param {Spring} spring
    */
    World.p
arthuro555
arthuro555 commented Apr 18, 2020

So, it was said many times already, but the documentation system for the GDJS Runtime game engine has to be changed. Until now it was outdated, but ok. But now, the documentation begins to become more complete and includes interfaces. The current documentation is generated using JSDoc and the Jaguar template. Jaguar is not supporting interfaces, making the documentation incomplete.

The solutio

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