>>/ vera lux

@sine.fyi

>>/ chicago she/it 🏳️‍⚧️ ⛧ godot ⛧ c++ ⛧ quake mapping tools >>/ 8/4/2023 💖🖤🐱

>>/ i have come such a long way <3 it's been a little over two years of HRT and i wouldn't trade these two years for anything else. it saved my life.

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>>/ i get what's going on with smooth groups now-- only a few little changes left to take it from per-surface to per-mesh (as different textures are different surfaces in #godot) >>/ finally! the entire purpose of the refactor: per-entity phong shading.. coming soon :)

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>>/ vera lux@sine.fyi · last yr.

>>/ i spent a little more time the last few days working on #func_godot again. we've got convex and concave collision shape generation working with the re-write, so only a few things are left to do -- phong & metadata for mapping concave collision shape faces to the mesh tris

>>/ i spent a little more time the last few days working on #func_godot again. we've got convex and concave collision shape generation working with the re-write, so only a few things are left to do -- phong & metadata for mapping concave collision shape faces to the mesh tris

>>/ some of u really dont understand how open source software works, and that's fine, but i'm begging you to look into how the godot engine development *actually* happens and what the foundation *actually* does

Sponsors have absolutely zero influence over the project. They donate money with no strings attached, and in exchange they get a logo placement and a one time shoutout as a courtesy (if they want one). I do agree that it needs to be made more explicit as it's widely misinterpreted.

I think a lot of the ruckus is because people have varying expectation of the relationship between opensource software and sponsors, thinking that sponsor automatically means they have a seat in the control to poke the steering wheel, akin to shareholders. So clarity on it would be good.

>>/ using my own apartment/bedroom as a reference for when you're not cutting logs for work. realizing i need more shit on the walls and furniture around here... #godot

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>>/ oh yeah first person weapon shader just got added into 3D materials 🥳 no more dpuble viewport or depth squishing

Godot Engine@godotengine.org · last yr.

Brrr… 🧊 Do you feel that? That’s the cold front of the #GodotEngine 4.5 feature freeze (beta) just around the corner. We still have some days to wrap up new features, and this new dev snapshot is fire 🔥 visionOS support, shader baker, WebAssembly SIMD, and more! godotengine.org/article/dev-...

Ooh, neat, a feature was just checked into Godot to allow for first person weapons that won't stick through walls and can have a different FOV: github.com/godotengine/... Wonder if I should make use of that or just keep my super scaled down first person character (Hey, it works!):

Screenshot of KOOK player in the Godot editor showing the player mesh about 1/3 the scale of a cultist mesh so it all fits within the collision shape and weapon meshes won't overlap walls.

>>/ working some more on func_godot tonight -- tim's been cleaning up the map data parser (we're hoping for some lovely new feature support, and this is going to make it a lot easier in the future!). so far, i've been able to gut out a ton of legacy code, feels great to rip out all the crust!