In today’s news, Microsoft commits treason against the United States Government.
!remindme 6 months
I wonder what the outcome will be.
When I searched for Windows Defender, that was the first image I saw 😅 I will probably do a makeover someday as I wrote the code in a way that makes UI changes easy.
Do not worry! There is no need to install the game engine at all or compile your own binary. I just write that on the release description because it’s bad practice to run random files from the internet with escalated privileges.
If it were to be distributed, all one would need is to install and open.
I have been meaning to create a mspaint for Linux. I typically try to copy the layout and features almost exactly so people can enjoy free and open source versions of software they may miss.
I’ll get right on to it as soon as I can, but I have been having trouble with drawing programs in Godot.
I wouldn’t have gotten here without doing almost all of the previous steps. I even learned a lot about Godot and other libraries.
To solve this issue, go to PROJECT SETTINGS -> NETWORK -> LIMITS -> Max In Buffer (KB) & Max Out Buffer (KB) to a generous 1024 AND (I think) set Max Buffer (Power of 2) to a whopping 256
.
UPDATE
I posted this before testing out an older version of godot and it seems to work just great! But as in the github issue, that is because of changes with how the protocols worked and what headers are sent!
Here is the code for use in Godot 3.1.1:
extends Node
var _client = WebSocketClient.new()
func _ready():
print("connecting...")
_client.connect("connection_closed", self, "ws_closed")
_client.connect("connection_error", self, "ws_connection_error")
_client.connect("connection_established", self, "ws_connection_established")
_client.connect("server_close_request", self, "ws_close_request")
_client.connect_to_url("wss://ws.revolt.chat/?version=1&format=json&token={token}")
func ws_closed(clean):
if !clean:
print("websocket closed")
else:
print("websocket closed cleanly")
func ws_connection_error():
print("websocket connection failed")
func ws_connection_established(protocol):
print("we're connected using protocol: ", protocol)
func ws_close_request(code, reason):
print("closed with code: ", code, " and reason: ", reason)
func _process(delta):
if _client.get_connection_status() == WebSocketClient.CONNECTION_DISCONNECTED:
return
print(_client.get_peer(1).get_packet().get_string_from_utf8())
_client.poll()
UPDATES
For this new chunking, each chunk gets a spatial for each of its terrain texture multimeshes. It is also functioning properly now. It simply counts up to the amount of necessary chunk_size points then starts a new chunk.
A chunking system that is actually good | better chunks 2b091f189e
Each texture now has its own multimesh | terrain is now textured + generate texturedata d03de637eb
Quickly set the size of each terrain node/point | cleanup and point size 2bff7a7cde
If you need help implementing this into your game, send me a message or email. I’ll see what I can do without a guarantee.
If anyone is decently fluent in a popular language, the help with metadata would be greatly appreciated!
Might drop a bounty for art and assets in my revolt server. Although, the current icons bring the funny funny.