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Please fork that repository and send pull request for updates. Thanks!
| # copying this from an Unlicense repository | |
| # https://github.com/xiosolox/Godot_PoissonDiskSampling/blob/master/GDscript/PoissonDisk.gd | |
| extends Node | |
| class_name PoissonDisk | |
| export var width = 1024 |
| tool | |
| extends VBoxContainer | |
| class_name VBoxItemList | |
| signal item_inserted(p_index, p_data) | |
| signal item_removed(p_index, p_data) | |
| const ICON_ADD: Texture = preload("../icons/icon_add.svg") | |
| const ICON_DELETE: Texture = preload("../icons/icon_import_fail.svg") |
| extends Node | |
| signal thread_finished(t) | |
| var t | |
| func _ready(): | |
| t = Thread.new() | |
| connect("thread_finished", self, "_on_thread_finished") | |
| var params = { |
| shader_type spatial; | |
| render_mode shadows_disabled; | |
| uniform float rim = 0.25; | |
| uniform float rim_tint = 0.5; | |
| uniform sampler2D albedo : hint_albedo; | |
| uniform float specular; | |
| uniform float roughness = 1.0; | |
| uniform bool disable_lighting = false; | |
| uniform vec4 shadow_color : hint_color; |
| extends Node | |
| # you should rename all your bullet properties from "first_bullet" to "bullet_1", etc. | |
| func _on_equipment_weapon_equipped(weapon_data, weapon_slot): | |
| if weapon_data.id <= 0: return | |
| get_parent().set("bullet_" + str(weapon_slot), Global_equipment.get(weapon_data.sub_type_a.replace("_weapon", "_ammo"))) | |
| # This method relies entirely on naming conventions, so it is much more fragile to change. | |
| # However, this is easily the simplest possible way of reducing the amount of code involved. |
| (function($) | |
| { | |
| $.fn.hasClassRegEx = function(regex) | |
| { | |
| var classes = $(this).attr('class'); | |
| if(!classes || !regex){ return false; } | |
| classes = classes.split(' '); | |
| var len = classes.length; |
This Gist was moved into its own Repository at https://github.com/dploeger/godot-migrationnotes
Please fork that repository and send pull request for updates. Thanks!
This Gist was moved into its own Repository at https://github.com/dploeger/godot-migrationnotes
Please fork that repository and send pull request for updates. Thanks!
| # JourneyScript is a narrative scripting language that allows us to | |
| # control the content, context, and flow of dialogue. It is designed | |
| # to mimic as closely as possible the format of a screenplay, but | |
| # it also enables writers to define custom logic and behavior. | |
| # Content is broken up into dialogue segments. The Journey system | |
| # simply provides an "advance" method to programmers which shifts | |
| # the content into the next segment. | |
| # This is a single-line comment. |
This guide specifically shows how to get a Windows 10 x64 OS compiled for a Windows x64 Debug dynamic library and integrate it into a Godot project.
To begin, make sure you are running the appropriate command line tool as an administrator.
Create a SimpleLibrary directory and enter it. This is where our Godot and GDNative projects will exist. For later use, we will also create subdirectories for libraries (lib) and source code (src).
Once inside, we get a copy of each necessary repository for C++ NativeScript bindings generation and enter into the cpp_bindings directory.
mkdir SimpleLibrary