Godot in the CI really be like:

I have whipped up a quick and dirty PlayStation 2 ghosting/motion blur/frame blending effect!
## Creates a PlayStation 2-like frame blending effect.
##
## Add to _process(). The frame blending effect is applied to the area
## within the boundaries of the texture_rect node.
## It is recommended to only set the alpha to less than 1.
func frame_blend(texture_rect: TextureRect, alpha: float = 0.5, use_frame_post_draw: bool = true, viewport: Viewport = get_viewport()) -> void:
alpha = clamp(alpha, 0.0, 1.0) # Alpha values are 0 through 1
var image: Image = Image.new()
var texture: ImageTexture = ImageTexture.new()
image = viewport.get_texture().get_data() # FORMAT_RGBAH
image.flip_y() # Images start out upside-down. This turns it rightside-up.
if use_frame_post_draw:
yield(VisualServer, "frame_post_draw") # Changes the vibe.
texture.create_from_image(image) # Turn Image to ImageTexture
texture_rect.modulate.a = alpha # Changes the opacity of the frame blending
texture_rect.texture = texture # Applies the image of the last frame to the texture_rect
Hawk Hill Manor
Still wondering whether to put more data in the Huts rather than the Workers.
Currently, the Huts don't do a lot apart form hold Inventory, and Recipes (for manufacturers - Raw materials data are held on Worker)
Workers are locked to Huts, so there isn't much difference, but I'm considering making them a bit more independent (See: Timberborn)
Are you going to #gamescom next week? We will have a small #Godot community meet-up near the IndieArenaBooth on Thursday 22.08. at 12:00 local time 📍
We will keep you updated of the exact location via our luma page: https://lu.ma/tpd4ks9a
See you there!
This Godot devs AMA talks about a lot of things, from console exporting to possible UX improvements and the struggles with it, worth watching to know a bit more of future plans/ideas https://www.youtube.com/watch?v=scKCNoxtRTE #godot
lowpoly model i named diablo i made some time ago
model has walk cycle.. avaialble at my site
#videogames #gamedev #b3d #unity #godot #unreal #3d
Wrapping up this project. Here's a couple of screenshots of the environment being rendered in both Godot Engine and Unity.
The rest of the proper renders are here www.artstation.com/artwork/V2R2An #godot #unity #blender

Con la publicación de Debian 13 me ha recordado lo importante que son los proyectos comunitarios y ¡Que hasta ahora no había donado a Debian!
Os comparto la URL por si más gente quiere donar
https://www.debian.org/donations.es.html
Si no usáis Debian por otro lado siempre hay proyectos que le viene bien una ayuda como:
https://krita.org/es/donations/
https://fund.blender.org/
https://archlinux.org/donate/
https://kde.org/es/donate/
https://fund.godotengine.org/
#debian #linux #kde #archlinux #blender #krita #godot
It seems that player transfers now finally work! Bugs included 😉
Now I have the problem that all teams are broke after 5 seasons, so working on finances now!
Today's little challenge was to get #VSCodium (flatpak) working as external editor for #godot .
This did the trick for me.
Editor Settings -> Text Editor -> External
Exec Path: "/usr/bin/flatpak"
Exec Flags: "run --branch=stable --arch=x86_64 --command=com.vscodium.codium --file-forwarding com.vscodium.codium @@ {project} --goto {file}:{line}:{col} @@"
With the Godot-Tools plugin everything works.
The "True Godot Theme" extension provides the same colors as in the internal editor.

Hawk Hill Manor
I have some buildings, made by importing a .glb and copying the Mesh into a Scene.
Is there a way, in the Scene, of finding measurements? How big is the Mesh, the Collider, the overall footprint?

Hawk Hill Manor
Not sure if it's worth converting to GridMap. I had a quick look, and game lags for several seconds to rebake NavMesh each time a Building is placed.
Is there a recommended max size for gridMap? Or ways to optimize?
Map is about 128x128 blocks (500m split into 4m grid).
If I import a glb made in Blender it seems smooth enough.