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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
# GitRef | |
# Author: willnationsdev | |
# Enables users to pass around a reference to pending changes for another target object. | |
# The changes can be applied to the target or reset with the apply() and reset() functions. | |
# To create layers of pending changes, call branch() and receive a new GitRef with the | |
# calling GitRef as its upstream reference. | |
# In a chained GitRef, apply() and reset() still modify the target as before, but now | |
# revert() can be called to reset the target to the state of the upstream GitRef. | |
extends Reference |
# A collection of static functions for searching through the res:// directory. | |
tool | |
extends Reference | |
##### CLASSES ##### | |
##### SIGNALS ##### | |
##### CONSTANTS ##### |
So after fiddling and experimenting, I kinda figured out the workflow of writing custom docs for your custom module :D
Make a new directory doc_classes in the root of your custom module.
Add following code to config.py:
def get_doc_classes(): return [ "YourClassName", ]