I’m just sort of guessing that this relates to some Win11 needless UI shenanigan.
I’m just sort of guessing that this relates to some Win11 needless UI shenanigan.
I am perfectly happy to have one less thing to worry about, don’t get me wrong.
So… what the heck happened there?
A fair point, but I do want to highlight that we’ve had plenty of companies like Bethesda releasing crap like Starfield, using tactics that specifically turned on their artist employees, and then scratching their heads on why it didn’t sell as well as Skyrim or Doom. I’m also seeing a lot of C-class laziness here.
Maybe they could consider just, you know, not releasing things that suck so bad.
Mint is remarkably stable. They even seem to put a barrier up against Canonical’s questionable decisions.
That distro needs more funding and more shout-outs.
Yeah, but I figured he at least took into account that his fans need to be alive as of voting time.
“FREEZE for me!!!”
On this I must respectfully disagree.
HDR monitors have been standardized more poorly than Bluetooth was, so I could kind of see this sort of producer interference coming. It didn’t help that the average user doesn’t even understand what that means.
Most modern hardware works out of the box on Linux, and often runs a stripped down kernel as its own firmware.
Seriously who the fuck cares about a caucus victory in the state of Iowa.
Christ, someone needs to block it.
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WE DON’T TALK ABOUT WINDOWS 11!
Ever since Valve started kicking it for Wine/Proton, gaming has been a cinch.
I understand the HDR thing dealt with the standards for it being absolute undecided mess; but it’s looking like we’ll have support cranked out before the end of 2024. Here’s hoping, I do all my multimedia stuff on KDE.
Must be a by-distro thing. On KUbuntu and Pop! I’ve never had any issues with Nvidia, though I know that they’re a pain in the ass to work with.
I’m pretty sure you can access the children of a node as a list with get_children(); which exposes all of those features anyway.
I’ve built multiplayer stuff and can give you a little advice on that, sure.
First up, the limit for the amount of network traffic which can be sent over the web is surprisingly small, especially if you’re talking about international distances, so don’t ever send anything you don’t absolutely have to. In the way of that, it actually is possible to have custom nodes synchronize, by linking them to a common shared piece of data that describes how they’re built; but I really don’t recommend it as it gets very complicated. (This is technically true with Unity, too, but Unity does things a little differently with GameObjects, and legally they’re kind of a pain in the ass these days.)
You can use either an array (slash list) or a modifier node, but I generally personally prefer modifier parent nodes because the tree is very efficient and it seems to allow for more flexibility. It’s also easier to inspect visually when you switch to remote instead of local. It’s up to you, though; you can do either.
There isn’t anything about this project that feels “too ambitious” for Godot’s high-level networking, it’s pretty much what it’s made for. It’s also been around for quite a while. In fact, you can technically even swap it out for GodotSteam’s Steamworks networking interface now, but I haven’t tried that out yet; I imagine something similar is eventually coming for other services.
I don’t remember the name of it, but there’s a video somewhere on YouTube that walks you through creating a very basic Team Fortress clone with Godot 4’s high level networking. You might want to look it up.
I agree with you on this, but I feel we should highlight that there is a big difference between “is being implemented” and “will be implemented”.
Signal 11 is a segmentation fault on Linux systems. It means your program (Godot) is trying to access memory that doesn’t belong to it. If it showed up in Dev6, it would most certainly help to file a formal bug report.
That may also help you narrow the issue down on your end, but this is part of why you never want to risk using a dev build on a real project. They just aren’t done yet.