Kyle Szklenski
Kyle Szklenski
We can probably implement this pretty easily. At the moment, I'm preparing a talk for GodotCon so cannot look into this, but we'll keep it open until we have time....
Hm. Considering we are following what the docs said by using enter and exit tree, I'm wondering if there should be a pull request opened on Godot itself to fix...
Okay, I've talked to the Godot team briefly about this and they suggest opening an issue against Godot itself and linking to this PR and the related places. I'm going...
It's a sufficiently weird bug that deserves attention! Plus I think @AlexDarigan and especially the WAT plugin are amazing, so it's good to have bugs get fixed and the entire...
This is going to be a bit too much for the time being. It's not a bad idea, and we have some thoughts on how to at least mitigate the...
You're printing the task[size - 1] result that returns? I don't even know what that would print - possibly the headers? Why are you trying to print such a thing?...
I sincerely doubt that's the syntax you're wanting to use. I would recommend printing the task_result out, and/or all the keys it contains, and referencing it by key instead of...
> The pan code works great. The zoom code throws an error in Godot 3.4: > > The line `var drag_distance = events[0].position.distance_to(events[1].position)` gives an error of "Invalid get index...
> For some reason i keep getting an error on the "var b = Bullet.instance()" line. > > error: Invalid call. Nonexistent function 'instance' in base 'Nil' > > if...
This is because the code is not the problem. The problem is that in the Godot UI, you need to go to your AnimationTree and set it to active. Ignore...