generate_engine_class_source(class_api, used_classes, fully_used_classes, use_template_get_node) ) register_engine_classes_filename = Path(output_dir) / "src" / "register_engine_classes.cpp" with register_engine_classes_filename.open("w+", encoding="utf-8") as source_file: source_file...
The Camera2D class in Godot is mostly just responsible for manipulating the transform of the viewport. A Camera automatically applies itself to the closest viewport above it in the node hierarchy, and if there isn’t one, it affects the root node instead. Only one camera can be active a...
Tested versions Reproducable in 4.2.2 stable (c# variant) System information Windows 10 (fully updated), Godot 4.2.2 stable, Forward+/Mobile Issue description When I try to run a scene with only the 2d root node, the game window shows up...
Any custom node or resource instantiated by the editor that isn't a Tool script will be instantiated using the closest native Godot class (in this case Godot.Resource). So it can't be downcasted. This is somewhat explained in the Running code in the editor documentation page, but it could...
GDCLASS_QUIET(JoltJoint3D, Node3D) private: static void _bind_methods(); 2 changes: 1 addition & 1 deletion 2 src/joints/jolt_joint_gizmo_plugin_3d.hpp Original file line numberDiff line numberDiff line change @@ -3,7 +3,7 @@ #ifdef GDJ_CONFIG_EDITOR class JoltJointGizmoPlugin3D ...
I created a class that extends Node with some methods (I don't know anything about C++) It works when I export with debug but crashes with release, without any log. I get this error for each method of the class when I instantiate it, but that doesn't prevent it from working: godot...
String script_path = p_class->get_datatype().script_path; Ref<GDScriptParserRef> parser_ref; for (const GDScriptParser::ClassNode *look_class = p_from_class; look_class != nullptr; look_class = look_class->base_type.class_type) { if (parser->has_class(look_class)) { @@ -5867,...
But it's not every face. Just random ones. Here 1 & 3 are closest to the camera. Yet 1 properly occludes 2, but 4 incorrectly occludes 3. If I move the camera, 4 also incorrectly occludes 1. This shot is alpha mode, which is all backwards. ...
use the example project below. Pressing and holding left or right will produce slight jitter, followed by periodic "extreme" jitter at various intervals. It's almost like the camera update is completely out of sync when smoothing is enabled. If you disable smoothing in the Camera2D node, the...
extends Node2D func _ready(): var but1 = MenuButton.new() prepare_popup_button(but1) but1.text = "button1" but1.rect_position = Vector2(100,0) var but2 = MenuButton.new() prepare_popup_button(but2) but2.text = "button2" but2.rect_position = Vector2(300,0) await wait_idle...